Halls of Betrayal (Chardok B)

Quick Facts

Type:
Indoor

Expansion:
LDoN

Instanced:
No

Keyed:
No

Level Range:
53 - 63

Send a correction
The Halls of Betrayal are home to the loyal followers of Korucust, betrayers and enemies of the Di`Zok clan.

Directions to this zone: In a small inlet along the west wall, just south of the herbalist house (near the bank and surrounding water) is a lever. Click that to zone in !
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Entrance From ChardokMinesDomesticated ChokidaisBridge GuardiansOutside the ComplexBaelin is Looking for a Little AssistanceHalls of BetrayalSteps to the Complex...Ritual in ProgressKorucust's SanctuaryKorucust

Strategy Notes:
Introduced on July 10, 2003 with patch message: "- Chardok - Treachery and lies are not uncommon in the court of the Overking.
But there are some unusual rumors being told by some unusual adventurers.
Some say that there is strife within the council of the Overking, and that heroes may find adventure there while that strife lasts."



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#REDACTED, Posted: Jul 14 2003 at 10:51 AM, Rating: Sub-Default, (Expand Post) What about the various no drop loots here? Left Sword Hilt, various Pages (Decay, Stone, Clay) and staves of suffering. Anyone have any info on this stuff yet?
RE: Quest loot?
# Jul 15 2003 at 6:41 PM Rating: Decent
Do the pages drop in a particular area?
RE: Quest loot?
# Jul 14 2003 at 1:52 PM Rating: Decent
22 posts
Collect the 4 pages and turn them into the quest NPC for an uber ring. Note: when you turn this ring in a mob spawns that hit our shaman doing the turn in for 1k...

Collect the 4 staves, turn them into the quest NPC and you get a jewel bag, collect the 4 gems to put in this bag..only had 3 gems so far so don't know the reward yet.

Don't know about the hilt yet..we only had the left hilt drop.

Also got a Rock Molded Wristgaurd (30 ac plate users), Chokidi Hide Boots (8 ac 15 sta 40 hp),
an earring with see invis, a necklace with flowing thought II on it, these dropped off a Rabid Chokidi.
RE: Quest loot?
# Jul 14 2003 at 9:35 PM Rating: Default
Thanks for the info! Any idea where the gems drop? I have 3 out of 4 pages and Staves 1 and 3 so far.

Thanks a ton
Korocust
# Jul 13 2003 at 8:17 PM Rating: Decent
Killed Korocust today...

Clear the royal sanctuary gaurdians from his room first - they are easily single pulled without Korocust aggroing. They rampage, but arent too tough.

Korocust has a couple of AE's - the first one is really mean, Korocust's Vengeance. Few hundred health per tick and 150 mana. The second one is less health dmg, but spell slow. Casters were able to hide and avoid the AE's - they went off every 60 seconds or so. We had melees run in and engage, and then hide just before the AE.

His max melee hit was around 681 or so.

Korocust took on the form of whoever had the most aggro on him, in this case, our dwarf MA. It was pretty funny looking.

He didn't have a ton of hitpoints, and as long as the AE is avoided he can be beat down easily. Would bring at least 24-25 people, if you want to make it a sure thing, bring closer to 40 or however many want in on the fun. =-)

He dropped two items for us -

Dark Blade of the Shai'Din
PRIMARY only 1hS
14 / 20
AC 15 / STR 10 / DEX 10 / WIS 12 / HP 75 / SVD 20
Effect: Siphon
Rec lvl 58
WAR PAL RNG SHD BRD ROG

and

Soulsip Sceptre
RANGE PRIMARY
AC 10 / CHA 15 / WIS 8 / INT 8 / HP 60 / MANA 90 / SVF 20
Focus Effect: Spell Haste IV
Rec lvl 58
CLR DRU SHM NEC WIZ MAG ENC

Quick raid, easy to clear to him, easy to take down.

Talibkweli 65 Transcendent
Altruistic Valorians of Morelle Thule
drops vs. dots
# Jul 13 2003 at 5:01 PM Rating: Default
Anyone else notice the funny similarity between his curses and the items he drops?

one curse is a manaseive and hp dot; one drop is a ring that adds hp and mana regen

second curse (or second part of the first curse) is increased casting time; second drop is a spell haste 4 item...

*Edit* I would bet that a third part to this curse is a slow of some type...anyone notice any melee slowing? reason I say this is because he also has some 36% haste neck slot drop too...

Edited, Sun Jul 13 18:11:36 2003
korucust info
# Jul 13 2003 at 3:19 AM Rating: Decent
Took him down the other night. About 40 in raid ranging from late 50's to 65. Had an elemental pali tanking. I died to AE but heres what i learned from the fight. he leads with his nasty curse Korucust's Vengence ( http://lucy.fnord.net/spell.html?id=4015&source=Live ) which has a decent recast on it. He melee's pretty weak upper 600's. And he changes forms. Popular theroy is what hes meleeing but i swear i saw a dwarven ghost in there.

Drops were
http://lucy.fnord.net/item.html?id=61210
http://lucy.fnord.net/item.html?id=55198

possible strats... kinda reminds me of grummus, send someone in to set off his initial ae. DPS him down before he sets it off again. Try to MGB SotW and Cleric heals when possible. He casted another AE during the fight can't remember what it was. As far as i know we didn't have any resists. Oh and the right wall was kinda buggy, we had him down to 7% and he warped to zone in summoned tank and warped back to raid after a few seconds still like 800dmg in dots to those of us at fight spot and owned the tank at zone in.
Not perma rooted
# Jul 12 2003 at 10:04 PM Rating: Decent
We killed him last night on Bristlebane server. Had several groups of mostly 65. He is definately not perma rooted and if your main tank doesn't get aggro, he will pingpong around the room and kill everyone. He has two AOE's. The first seems to be a DOT that hits for 1600 and the other is a manasieve that also causes spells to take longer to cast...much longer. Have your pally's use their group heals and Hand of the Crusader to remove the curse.
Not perma rooted
# Jul 12 2003 at 2:53 PM Rating: Decent
Korucust is not perma rooted.

Last night we were all ready to take him down, and since all were under the impression he was perma rooted.

Chanter cast a debuff (tash or whatever debuff chanter have at 60, cant recall the name)while at the top of stairs, a good distance from Korocust.

Well we found out the hard way he is not perma rooted. Ran across the room, killed the chanter and half a dozen people before MT finaly got agro, but by then was to late.

Total wipe except for 1 person.

Be carefull folks, he is not perma rooted.

reincarnators
# Jul 12 2003 at 5:17 AM Rating: Decent
There is also a room with 4 sarnaks reincarnators (can't remember exact name) with a sarnak corpse on an alter. every few minutes they seem to reincarnate that corpse to a ghost type mob (betrayer, servant etc.) And when you kill one, you get a forboding mesage about the magic weakening and you don't know how it might affect anything.. well after killing all four nighting special happened... in fact the room gives the same emote of the sarnaks in deep meditation (even tho there are none)

is it broken? there for just atmosphere? or is there more to it?

RE: reincarnators
# Jul 25 2003 at 11:00 AM Rating: Decent
Conceptually it's pretty simple....

The 4 mobs in that form the "circle" spawn the ghosts as if they are resurecting them. My group spent 15 hours there one day. After killing the resurrectionists for a couple hours we noticed that no ghosts were appearing. So we left the 4 to spawn. The idea is clear...break the "circle" and the unknown effect is no more ghosts. Once all 4 returned they started spawning ghosts.

They seem to spawn them in bunches and you definately need a monk to split them if you dont want to wait for them to path. If you opt to wait for them to path to you in a neighboring room you will usually end up with 2 or 3 at a time. You'll also have to wait until they decide to move which could slow the spawn rate if your killing them to get the named mob.

The 4 resurectionists do not aggro nor do you lose faction killing them but the ghosts they spawn will aggro you and if you are near the resurectionists they will assist the ghost. Have a monk pull the ghosts and FD then wait for the resurectionists to leave and tag and ghosts.

RE: reincarnators
# Jul 24 2003 at 2:54 PM Rating: Good
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178 posts
My guild found this room last Monday night and we tried to see if we could kill all 4 of the "a sarnak resurrectionist" to get something interesting and we found that even with most of them up or all of them up the central pad keeps spawning ghosts. I think it makes new ones as the older ones get killed off, after a min or so the pop starts to wander the castle, I think it wanders from the reincarnator room across the castle thru Baelin's room and to the long room east of his room (that would explain the two named ghosts jumping us back to back in the previous week). Monday there was another group behind us at the back ramparts that was killing them as they wandered past their camp. We got both of the named ghosts and two of them were Brodisek, sadly he didn't drop his channeling ring either time.

Note: There appears to be two seperate groups of them (a sarnak resurrectionist). One is past the castle steps in a small structure against the cavern wall and the other is part of the castle itself and past the balcony/ramparts. When you're in the odd shaped room that leads to the stone suspension bridge on the way to the kennel you can hear the freshly spawned ghosts thru the walls.

Edited, Wed Jul 30 04:44:47 2003
____________________________
Artulyn Starsummoner 120 Grand Summoner of Omani Winter on Bertoxxulous

For the Light of a Candle to be Seen, It must be taken to a Dark Place -- UKLG
RE: reincarnators
# Jul 23 2003 at 9:30 AM Rating: Good
They are called sarnak resurrectionsts, and we were trying to work that room yesterday. They con indifferent, collaboration made them amiable, but they don't respond to hails. They give no faction hits.

Here's what we noticed:
1. After all four are killed, a ghost mob spawns in the room middle every 3-4 minutes. We got: spectral betrayer, ghostly servant, sarnak haunt.

2. As soon as a resurrectionist repopped, we decided to wait. Ghosts stopped spawning in the middle.

3. We decided to see what happens when all 4 resurrectionists repop, but the fourth one would not respawn.

4. We decided to kill the three present resurrectionists again - as soon as third died, 4th one popped up.

At this point it was getting late, so we gated out. Still not sure how that room works. Possibly if you keep all four resurrectionists down, you'll keep getting ghosts, and eventually can get a named one.
Chokadai's are undead
# Jul 11 2003 at 10:55 PM Rating: Default
And have a kick-*** model to boot.

You can invis yourself past all the undead mobs, the skeletons, the spectres.. but the chokadai see invis because of the undead portion.

the undead creatures will raise chardok faction, but the sarnaks in the castle will lower it again, (they also both RAISE and LOWER Betrayer's of Chardok Faction. you get both hits when you kill one)

Korocust does NOT hit on average for 300's.. he hits for a maximum of 700, partially mitigates slow, and likes to turn himself into whoever has his agro (he turned himself into a female human monk with a shroud of longevity, Primal Velium Fistwrap and Waning Light Katar when I tanked him yesterday.
RE: Chokadai's are undead
# Jul 31 2003 at 12:27 PM Rating: Decent
Not responding to flame you, just to correct your incorrect correction :p Korocust can well indeed hit for only 300 when the warrior has engaged his/her defensive disc, like Churayen said he had, plz read the WHOLE message before trying to correct someone :)
RE: Chokadai's are undead
# Jul 12 2003 at 2:58 PM Rating: Decent
Im confused by what you say. Skeletons and ghost you can pass by unseen with invis, but not chodikai because they are partly undead.

Arent ghosts and skeletons undead?

Probably what you mean is with invu, you can pass unseen to ghost and skeleton, but not chodakais cause they are partly alive?
Korucust
# Jul 11 2003 at 2:39 PM Rating: Decent
Melees in the 2 to 300's on average on 65 war raid buffed using defensive, and rampages. He has a 1600hp single target DD proc unknown resist check, it says "You feel your skin sweltering towards death. You have taken 1600 points of damage." Not sure if it's unresistable, but everyone that got hit by it took 1600 dmg.

He's inside the castle in a room with 6 royal guards. Not sure on his Hit Points, but it's nothing special. Bard got a partial slow off, shaman ate it on first resist.

NOTE: He changes into an illusion of whoever is tanking him at the moment. VERY VERY confusing at first.
RE: Korucust
# Jul 17 2003 at 4:36 AM Rating: Decent
*
54 posts
Sweltering Carcass, 1.6k unresistable DD
RE: Korucust
# Jul 11 2003 at 10:58 PM Rating: Default
He's perma rooted. take out his 6 guards first and his weak, very low HP *** will be easy to kill
RE: Korucust
# Jul 28 2003 at 11:21 AM Rating: Decent
most defen not perm rooted we were preping to kill him at door just reforming groups after killing off his guards when necro tried to go up and FD him to get his proc to go off which lead to his AoE spell going off and hitting us at door argoing the pets and they died before we could even get up and then he ran down to us and wiped party. he does illision into MA and after everyone was dead then walked back to his spawn site.
RE: Korucust
# Jul 14 2003 at 12:33 PM Rating: Decent
he's definitely not permarooted anymore cause he got up and ran after the shammy whose slow was resisted, then changed illusion to look just like the poor guy lol. also his hps just got buffed up too, but his guards are still very easy to single pull away w/o him aggroing. then you can prep inside his room at the base of the stairs w/o worrying about respawns or pats. just remember this guy rampages so get a non MT war to arrow his *** and have a healer watch his health. otherwise theres gonna be some dead dps classes =P
???
# Jul 11 2003 at 9:51 AM Rating: Default
What mobs are in here?
RE: ???
# Jul 11 2003 at 10:15 AM Rating: Decent
All I saw were undead last night.

Killed 1 named that droped an INT cast only 6ac 10cha 15int 50hps (I think 50, maybe more) and other stats range/piercer item. We killed him as he wandered by the zone in.

The only other group in the zone killed another named who dropped a 30ac 15str and stats bracer that was for CLR, PAL, SK and a few other classes.

Lotta dead ends, all mobs we killed were dark blue to 63, hit like wusses when slowed and love to add if you setup camp in the wrong spot.

Laters,
Thayst Spiritfinder
63 Halfling Cleric
7th Hammer
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