Dreadlands

Quick Facts


HOT ZONE
Type:
Outdoor

Expansion:
Kunark

Instanced:
No

Keyed:
No

Level Range:
35 - 50

Send a correction
These chilly plains are located off the edge of a massive glacier on the southwestern tip of Kunark. Keep your eyes peeled at all times while hunting here, as the area is full of wandering aggressive creatures.
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The DreadlandsIksar StatuesUndead-Laden RuinsMoon Over the DreadlandsPassage to Firiona VieIn a Giant FortYeti CaveLeading to the Lost ValleyDruid RingOutside Karnor's CastleDrachnid Widow WebsThe Great Spires
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Post Comment
Favorite places at 41
# Jan 17 2001 at 7:57 PM Rating: Default
Heya !
I a lvl 41 almost 42 ranger and I am hunting in the DreadLands...This place is sweet!!!
North wall is the best xp when you're grouped with more than 3 people but the best xp I have ever had are the Yeti Caves...caped that with a 41 druid and we were kiling sooo fast!!!XP was AWESOME...Great place to solo(when mage or druid or necro or shamman) and to hunt with a partner :)))) I ll be lvl 45 very soon in this zone (at North wall)
WOHOOOOO
RE: Favorite places at 41
# Feb 20 2001 at 2:00 PM Rating: Default
Even better than wall is out by the tree at fm zone. Need full group and although many won't go there without an enchanter, they are not required with balanced group.
Vaelldar 43 war
where to get a bind
# Nov 24 2000 at 6:59 AM Rating: Default
hey i need help im a def and the place i an bound at is OT... is there anywhere closer where i can bind myself at that i am not kos? plz fill me in with the info... thx and lates
RE: where to get a bind
# Dec 10 2000 at 6:23 AM Rating: Decent
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101 posts
If you hunted in the Lake of Ill Omen earlier, you probably have decent faction with Legion of Cabilis (Iksar Warriors). If so, there is a newbie bone chip quest in Field of Bone that will allow you to pick up enough Cabilis faction to bind there - not exactly next door to DL, but closer, and a nice central location at that.
RE: where to get a bind
# Apr 25 2001 at 5:50 PM Rating: Decent
you can now bind in FM at a ruins located in SW area, look for a high elf.
RE: where to get a bind
# Jun 25 2001 at 11:37 PM Rating: Decent
ya but its crap cuz u get agroed by 43-573348027502384573084572374623405234752034985723045 mountain giants then die again and nobody wil bind u cuz theyll die on the way there... unless theyre level 60... those bastards...
#Anonymous, Posted: Oct 12 2001 at 11:42 PM, Rating: Sub-Default, (Expand Post) ROFLMAO....heheh that made my day im laughing so hard!
RE: where to get a bind
# Sep 19 2001 at 11:23 AM Rating: Decent
Um, I have no idea what all those numbers mean, maybe you're a narcoleptic and fell asleep on the keys for like 6 seconds, but the ruin bind spot in FM is completely safe. If you are inside those ruins, nothing will touch you or aggro on you. I was informed by a very high level player that thses ruins have a permanent spell of aversion on them or something that makes mobs go away. I saw it work myself, was bound there, waiting for somme friends, like 5 giants walked right up the ruins like they were gonna go through it, as soon as they got within 25 feet, they turned around and walked away. Actually, they were those burnyai things and Gorging Brutes, but still giants, kinda. Also btw, giants in FM don't wander that much, most of them can be found at the fort, there are a few out there, but at level 41, those giants would not aggro on me. There are a lot of gorging brutes and Burnyai and gobs, all of which still aggroed on a 41 Warrior, but they are mostly greens or low blues, and with sow, you can see them in plenty of time and make it to zone if you know the way(which is a must, get your bearings well in this zone, everything looks the same, easy to get lost) As I was saying, If you wanna fight in DL, I would get a bind there, I myself bind in FV, then go through the tunnels, but I am a goodie, so they like me. In conclusion, the FM bind spot is totally safe, don't be afraid to bind there.
2 quick notes- One; the bind spot if safe from Aggros, but if you aggro and run into the Bind area, it will not save you, they will come after you.
Two; if you are in DL and in trouble, don't run through the woods to FV tunnel for two reasons, there are a lot of wanderin spawns in the woods that are hard to see, you will have a train of about 10 or 15 mobs on you by the time you get through(and the drachnids can root you, so your dead then) also, if you try to zone into FV, if you DO make it to zone for some reason, there are good FV gaurds wandering the tunnel on the other side, not usually at zone, but they can be, and blue to 42 warrior, but undercons(besides, you would probably be almost dead by then)
PEace
Khallim Bloodhelm
Warrior of the 41st Blade
Baruk-Khazad!
where to get a bind
# Nov 24 2000 at 6:59 AM Rating: Default
hey i need help im a def and the place i an bound at is OT... is there anywhere closer where i can bind myself at that i am not kos? plz fill me in with the info... thx and lates
Tundra Yeti Cave
# Oct 05 2000 at 10:22 PM Rating: Default
Hey,
I came here at 35 and was a bit discouraged at first so I decided I'd explore a bit. I found the Tundra Yeti cave, and its the best experience possible at this level. They're so easy I rarely get resists even on the even cons. The blues are extremely easy and while it took me two fights to get the hang of fighting the even cons now I can finish them with 40% mana left. There are more than enough to kill as fast as you can, I've gotten black pearls various 34 research items, and Frosty Datura which is some sort of flower which I have no idea what it is for. Hopefully it sells for a bit because they drop two at a time when they drop them.

One word of warning. I'm a mage and when I have my highest level focused water pet doing 34 damage I have no trouble with the even cons, but when I have a weaker pet, even a 32 damage one the highest yeti's (lvl 35) rip right through it. Its worth getting a good pet =).

Good Luck and Be Safe,
Anuire Maxinquaye
RE: Tundra Yeti Cave
# Nov 09 2000 at 5:12 PM Rating: Default
Frosty Datura sells for 1pp each with 80charisma. They are also used for high level rogue poisons

Yetis are excellent exp up to lvl41, but start to green at 42. There are 7 static spawns, and 2 wandering spawns. At lower levels, you can use pathing to stick the 2 wanderers in the walls, and then you only have the 7 statics to worry about. To do this, you agress one, and run out of the tunnel. Sit and wait, if the yeti does not follow you out after about 45 seconds, you are golden.
RE: Tundra Yeti Cave
# Oct 22 2000 at 9:39 PM Rating: Default
Um, the place is great at like 39, just sit back relax and let your fire pet rake in the exp for you.
Hunting in Dreads for Wizards/Mages/Necros
# Aug 28 2000 at 9:58 AM Rating: Default
Hunting in Dreads for Wizards and other "shunned classses"is excellent exp. I breezed through lvls 47-50 with this same formula. Make your way to the ridgeline at Karnors Castle (due east from the ice tunnel, use levitate if you have it as it will save you headaches on the agro's). Once you've reached the ridgeline, starting hollaring for a pet class partner (mage, necro) if you are a wizard or shout for a nuker (wizard druid). Once you have a partner, set up camp on ridgeline (my suggestion is dont pull on the porches of Karnors Castle- too many wandering mobs- you will almost never get agrod' at ridge by anything) if you are pet class yourself. Let the wizard/druid pull (make sure puller has sow) with bonds of force or snare, run out to limit of spell range (be sure not to get too far or Mob will lose its agro or another group will KS monster). Fire one DD or DOT at the Mob to keep it interested than hightail it back to your partner. Beat it back to the spot and use a stun spell if possible (at 49 I was using Marker's Class which is a 13 second stun spell- works great when it holds) Since you've agro'd the crap out of the mob at this point, its the partner's job to finish it off- with mage have pet tank and cast shock of swords while caster runs in circles around the mobs. If its necro, then Darkness, DOT and fear kite (its alright snared). With a wizard in group battles usually last less time. I have partnered with a mage primarily and this is the fast experience I have gotten since I hit 40.

FYI if you ever do run into trouble, Karnors Castle zone is right around the corner. More FYI the dreads are notorious for LD issues which is the primary reason I dont like to solo if I have to
RE: Hunting in Dreads for Wizards/Mages/Necros
# Aug 28 2000 at 11:12 AM Rating: Good
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132 posts
ok, i'm not sure if it's survivable heh - the problem is, for what you call "shunned classes" i call badass to have in my group. and the porches around karnors have NO wandering spawns on them, at least on both the north and south walls. so, i think you have something of a problem here. your stratagies are good, but your assumptiouns about the zone, and what classes are "shunned" are wrong.

personally, if i have a tank and a healer already, i ALWAYS go for a caster. their use over the course of a battle is invaluable - i would never pass up a mage or a wizard if i had the chance! the beat down they put out is just awesome!

siacay
RE: Hunting in Dreads for Wizards/Mages/Necros
# Oct 04 2000 at 6:20 PM Rating: Decent
I am a mag fighting here in dreadlands now.Most times I cant find a party to join,so I look to get a SOW or use a SOW potion, call my pet,tell him to stay, go out pull one victum in and sick my pet on him.I then watch till I see him taunting 3 times on my screen and then nuke away.By the third taunt it wont come off my pet and Im free to DD it to death.
Good luck and have fun!
Sanadar Darkcaster
RE: Hunting in Dreads for Wizards/Mages/Necros
# Oct 04 2000 at 6:14 PM Rating: Default
I am a mag fighting there now,and find it hard to find a group.So,I use a sow potion or get a SOW park my pet by the castle wall run out grab a victum and go back to where pet is waiting and send him in .I wait till I see pet taunting 3 times on my screen,and then nuuke away.Works out well, sometimes get hit a little, but np...just med and heal at the same time..good luck to you! Sanadar Darkcaster
pulling in DL
# Aug 26 2000 at 11:24 PM Rating: Good
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132 posts
ok, here is my experiance in dreadlands. pickup groups are fairly commons, and it shouldn't take more than a half hour to get one =P

anyhow, most groups sit on the north wall to karnor's and send out a puller to grab whatever is out there. a good group mixes from lvl 35 to late 40's, and almost always with a healer - the other advantage of the north wall is the proximity of a zone line (yes, i realize karnor's is train hell, but a close zone beats a far one every day of the week)

for a puller out here, tracking is invaluble, because sometimes there will be NOTHING in sight.
sow's are also a must have - missile weapons for pulling are also a fairly good idea, because some of these mobse are nasty enough to stun you on a consistent basis - only other thing to watch out for are mobs getting in the way of your pulls. the drachs are quite social, too, so expect 1 or 2 every time you pull one o them spiders

ok, out of 10 pulls, typically you will have mostly drachnids, a giant or two, a few cockatrices. the brutes, if you find em, are actually quite easy to kill.

for loot drops, i by far reccomend going after the giants, cause they will drop the crap weaponry you sell to vendors, gems, and some NICE gear - tree weave and forest loop. after that, the drachnids and cockatrices have about equal cash on them, and the brutes come in last... though they do drop cloth caps... real demand for those, right? drachnid websacks and cockatrice beaks sell for about a plat each to a vendor

my two coppers on the dreadlands
siacay

RE: pulling in DL
# Jan 11 2001 at 10:59 PM Rating: Decent
I've hunted in Dreadlands since 39th. I'm now 47th and still find it pretty easy to get a bub of xp in a matter of a few hours there, even with full groups.

Often, a full group means there's almost no downtime. One puller will head out when a mob is mostly damaged (the one who is NOT at the top of the current mob's hate list), and bring another. Talk about mob churn! Usually stamina buffs or refreshes are needed because the fighters are going almost constantly... the healers only healing once a mob or twice.

The Ravishing Drolvargs and Drachnid Recluses are the worst mobs in this zone (near Karnor's Castle). They hit HARD, the Drachnid is a pretty offensive caster, and they both are pretty speedy even after a Togor's Insects spell has debuffed them.

They also have quite a bit of HP. Needless to say these give the best xp, so in a very powerful group, I recommend a tracker do the pulling with preference to these mobs.

I know Forest Loops have dropped there, but never have seen one personally. I have looted Giant Foreman's Tunics (at least 3 dropped one night). These sell for a lot of plat (40? 60?) to merchants. I have seen a lot of bronze armor drop off Drolvargs (I got a full suit of it one night, medium size).

More often than not, you get loot from 8sp ~ 4pp and rusty weapons if anything. The Drachnids drop components for Rogue poison (Urticating Hairs) and poison sacs that fetch a small amount of plats from some merchants.

My recommendation is to hunt Dreadlands until it goes green on you. It's been good and steady experience. Most nights hunting from the North Wall of Karnor's there are no trains or adds, and it's usually quite easy to get a group there.

The east and south walls are slightly less popular spots because the mob density is lower there. If you want a stressful and busy pulling spot, use the west wall (entrance to Karnor's). Not only do mobs pop there frequently for adds, but you get people training there and often the great dragon Gorenaire herself gets aggro'd to that place!

Speaking of Gorenaire, I have been caught in her AOE fear/DD spell and it hurts! Like 700 hp gone all at once. She seems to dislike most illusary forms (wolf form, werewolf, elemental illusions, et al.). She's 60th and has been known to take out a full party of 50+, so is one of the harshest mobs in all Kunark.
RE: pulling in DL
# Jan 11 2001 at 10:59 PM Rating: Default
I've hunted in Dreadlands since 39th. I'm now 47th and still find it pretty easy to get a bub of xp in a matter of a few hours there, even with full groups.

Often, a full group means there's almost no downtime. One puller will head out when a mob is mostly damaged (the one who is NOT at the top of the current mob's hate list), and bring another. Talk about mob churn! Usually stamina buffs or refreshes are needed because the fighters are going almost constantly... the healers only healing once a mob or twice.

The Ravishing Drolvargs and Drachnid Recluses are the worst mobs in this zone (near Karnor's Castle). They hit HARD, the Drachnid is a pretty offensive caster, and they both are pretty speedy even after a Togor's Insects spell has debuffed them.

They also have quite a bit of HP. Needless to say these give the best xp, so in a very powerful group, I recommend a tracker do the pulling with preference to these mobs.

I know Forest Loops have dropped there, but never have seen one personally. I have looted Giant Foreman's Tunics (at least 3 dropped one night). These sell for a lot of plat (40? 60?) to merchants. I have seen a lot of bronze armor drop off Drolvargs (I got a full suit of it one night, medium size).

More often than not, you get loot from 8sp ~ 4pp and rusty weapons if anything. The Drachnids drop components for Rogue poison (Urticating Hairs) and poison sacs that fetch a small amount of plats from some merchants.

My recommendation is to hunt Dreadlands until it goes green on you. It's been good and steady experience. Most nights hunting from the North Wall of Karnor's there are no trains or adds, and it's usually quite easy to get a group there.

The east and south walls are slightly less popular spots because the mob density is lower there. If you want a stressful and busy pulling spot, use the west wall (entrance to Karnor's). Not only do mobs pop there frequently for adds, but you get people training there and often the great dragon Gorenaire herself gets aggro'd to that place!

Speaking of Gorenaire, I have been caught in her AOE fear/DD spell and it hurts! Like 700 hp gone all at once. She seems to dislike most illusary forms (wolf form, werewolf, elemental illusions, et al.). She's 60th and has been known to take out a full party of 50+, so is one of the harshest mobs in all Kunark.
Passing thru
# Aug 24 2000 at 7:55 PM Rating: Good
Heya,

Most of the time we are merely passing thru this zone. The best way we found was to make sure everyone knew where we were going, FV, BW, Giant fFort, Karnors, or whatever, levitate, SOW, and then run like mad without stopping.

It was much easier to go back find someones corpse and drag it near a zone, then to keep an entire party togther and move thru the zone.

Dreadlands Hunting Guide
# Aug 24 2000 at 8:17 AM Rating: Good
This Guide is written from a Necro's perspective, but the info can be applied to any Kiter or large group.

I've been hunting in the Dreadlands since level 35. There are 3 spots that I know of to pull from where the pathing is great, safety is not an issue and you'll have a constant influx of critters.

Spot 1:
When you exit the tunnel take a right and hug the wall. Run past the first tunnel anf keep running till you see a Road of Ice. Follow the road till it becomes a Glacier and stick to the wall. You'll eventually see a Giant Hut with 2-3 Giants in it, at the edge of the Ice and Desert is your safe spot. You can bind here and set-up camp. The Giants are not your Target as of Yet (unless you're 39+), what you will do is pull wanderers from the Glacier to this point and fear kite them. The Pathing here is horrible and sometimes they'll just spin in circles while feared.

Spot 2:
This is outside of Karnor's Castle. When you get to the castle you'll see a broken Pilon on the right side. This spot is 95% safe there to pull too and camp as well. You have 2 places to pull from here depending on your tastes. The closest will be the Drolvorgs who guard the Castle. They are level 40+ and have HUGE Hp's so I suggest a partner here unless you are 44+. The other spot is further to the Right there is a Highway of monsters. Tyically head out and bring one back to your pet Something to note here on the pathing. Every feared Mob will go in a streight line from Karnor's to the Highway. If you can't kill them before they reach the Highway then be prepared to feign cause a Dreadlands Train is certain death.

Spot 3:
Burning Woods zone line, this is the safest spot but has the least amount of pulling opportunities. The pathing here is slightly erratic, but you do have the safety of the Zone should you get in trouble. Tyically pull what wanders near the small Valley there and use the normal Necro tricks.

Monsters here range from 31-50+. Loot also will range from a rusty dagger to the famed Forest Loops and Uber Rare Treeweave armor. Con EVERYTHING before attacking them. All the monsters are all High Cons for their Types, and hit rediculously hard.




Dragons
# Aug 23 2000 at 9:20 PM Rating: Decent
One thing to be VERY careful about now in the DL is the wandering dragon, Gromire(spelling is close ), he will Argo you in wolf form, but most non-evil are ok otherwise.
RE: Dragons
# Jan 11 2001 at 11:06 PM Rating: Decent
I am Iksar and have dubious faction with Gorenaire. Her primary faction is Ring of Scale, which you can improve by killing mobs in Mistmoore. I went on a guild raid to MM some months ago and ever since I've had that faction with her. I guess with the newly nerfed positive faction algorithm it may take several raids now to get on her good side.

I've been caught in her AOE a couple times (once to my death), but never directly aggro'd by her. I do hear from most everybody not to do illusary forms around her (wolf form, elemental illusions, werewolf).
#Anonymous, Posted: Feb 17 2001 at 3:13 PM, Rating: Sub-Default, (Expand Post)
RE: Dragons
# Oct 28 2000 at 12:06 PM Rating: Default
Yeah, he caught us coming out of the tunnel from the druid/wizzy ports. Never saw him coming. He screemed something and feared our entire party, our Necro went down in seconds.

I feigned as soon as the fear went down with a bub and a half of health left. The wierd thing was after he feared us and everyone ran for the hills. He just left everyone alone after that. Walked away and we didnt see him again. So even though we were all practically wiped out in seconds, only the necro died.

I guess he was being merciful that day. *shrug*
RE: Dragons
# Jan 11 2001 at 11:14 PM Rating: Decent
Gorenaire is a girly dragon. ;) hehe

Her AOE has a big radius. It's very possible you were in the wrong place at the wrong time and got inside her radius, not particularly because of aggro.

I've died once and gone down to like 40hp before just because of the AOE radius. I've got dubious faction with her and therefore have never had her chase me.
Dread Widow
# Aug 23 2000 at 3:55 PM Rating: Default
How about some info on this beast, rumor has it he is a level 49 SK with 10,000 hps.
RE: Dread Widow
# Oct 02 2000 at 12:34 PM Rating: Default
She is indeed a shadow knight and has a pet, equipped with harm touch, engulfing darkness, and fear spells. Two times she spawned while we were pulling not far east from the Frontier Mountain tunnel at the north zone wall. Her level varies from 47 to 50. We were fortunate she did not cast harm touch on any of us during the two battles.

There are three spider nests spaced closed to one another at the north zone wall; north nest, south nest, and east nest. South nest has one ph, north nest has two ph's, and east nest has at least three spiders. Only pull from the north and south nests to make the dread widow to spawn. She spawned twice at the north nest. The nest spawn time seems to be 15-20 mins apart. While waiting for the spiders to spawn, there will be plenty of roamers to pull.

To fight the Dread Widow, a cleric is a must, paired with two mid 40's tanks, and casters. The reward from taking her down is a Drachnid Thyxl, usable by nec, enc, wiz, and mag. It is a held item with ac+5, int+5, save vs. magic +10 and no-drop.

Regards,

Jesana Tanthalas
RE: Dread Widow
# Aug 26 2000 at 11:15 PM Rating: Good
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132 posts
hehe dread widow is a she =P
anyhow, she isn't lvl 49, but cons yellow at level 40 - and i diddn't see any harm touches go off during the fight. however, i was taking dammage from being peirced by thorns. thnk about that for a sec... =)

hope it helps a bit
sia
RE: Dread Widow
# Aug 27 2000 at 3:14 PM Rating: Decent
The two times I fought her she had a skeleton pet. She also was casting as I remember DoTs of some kind. The Damage shield probably came from one of the other ranger type spiders or maybe she has her own, wouldnt be the first time something had 2 types of spells.

We were all in the mid 40's and the first time several extra visitors made us break and run. But the second time we got her. She was tough and full of hitpoints. We pounded and blasted for a few minutes before she suddenly started to die. Our Cleric had her hands full at 44 keeping the rest of us alive. She went Out of Mana twice in the fight. We also had a magi pet (level over 44 not sure if 49 or not).
negative xp zone
# Aug 23 2000 at 10:27 AM Rating: Default
I started trying to hunt here at 30, and this zone has only taken xp, not given it. Except a few of the spiders, the mobs can see thru invis, so there is no easy travel from one end to the other. Also, if you are evil, the spiders give bad mistmoore faction. Not crucial to an evil, but a concern, none the less. Overall I have lost more xp than gained here, due to death after death. The first death will be from normal causes, and each succeeding one from efforts to get to my body with invis completely useless.
RE: negative xp zone
# Aug 24 2000 at 9:09 AM Rating: Decent
This zone is for 35+.
RE: negative xp zone
# Aug 26 2000 at 11:13 PM Rating: Decent
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132 posts
ok, yes, it IS possible to hunt here in the low 30's but only if you are REALLY careful, and already know the zone. how? first thing, if you zone in from firiona you are a dumbass - the run to a safer area is long and there are alot of mobs in the way. btw, i'm considering the north wall of karnor's to be a fairly safe area, if you make it there. the fastest way to make it to karnors from ANY zone is to come in from frontier mountins - and at lvl 30 frontier is better xp anyway. however, if you persist in trying to do this zone at lvl 30, it is possible. but you will have so much downtime in your group it's pointless. why take the hard yellow con when the easy blue (and alot more of them) are only a zone away? also, if you diddn't already figger out that everythingin this zone sees invis, then you shouldn't be hunting here.

my two coppers
siacay

(ps, this is alot more negative than i usually am)
RE: negative xp zone
# Jan 11 2001 at 11:11 PM Rating: Decent
IMHO, it's Velious that is the xp sinkhole. Greenie mobs can gang up on and kill you, and often do!

In Dreadlands, as with any other challenging zone, it's to be expected that blue cons (and higher) will kill you fast if you're trying to run through or by them...

It would be nice if invis worked, but apparently Verant chose to make this zone rather dangerous in that way. When I was lower level, I traveled using levitation, scale of wolf and sometimes camo as well (cast on me by another).

Between lev and super fast running, if you stay close to zone walls, you can get most anywhere you want without many problems. I'd still not recommend anyone in their low 20s try it!
RE: negative xp zone
# Jan 19 2001 at 9:19 AM Rating: Excellent
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132 posts
yeah, i can see where you are coming from zak. i must say, at lvl 49, in iceclad ocean, i died via shadow guardians many more times than i'd like to admit... was quite painful. velius is pretty much of an xp sinkhole. but the lewt is worth it, IMHO. dreads is still great xp, but at 45ish, go to lower guk. the frenzy camp (IF YOU CAN GET IN< HAHAHA) is way better xp. =)
About Invis
# Dec 24 2000 at 11:20 PM Rating: Default
It needs to be tested for every mob type - you can't simply con a mob to tell if it sees through invis or not. A lot of mobs will scowl at you through invis but can't actually see you.

-Knolann Caelestis
42nd Wizard of Drinal
RE: About Invis
# Jan 29 2001 at 12:45 PM Rating: Decent
All I know is I ran through today with sow/lev/invis and ran RIGHT past some mobs and nothing aggro'd.

This is with a level 33 shaman.

RE: About Invis
# Feb 25 2001 at 11:58 PM Rating: Default
I have found only 3 obs so far that seem to see through invis. These mobs are Gorenaire, all giants and drolvargs.


40th Enchanter The Rathe
RE: About Invis
# May 01 2001 at 11:58 AM Rating: Default
Actually, You are right except that the Drachnid casters can see through invis. Next time your running through a zone with mobs that you know cannot see through invis con them. They will regard you indifferently. Con a mob you know can see through invis you'll get the normal message. But unlike the giants, Drolvargs and the dragon, the Drach's have a very very small Agro range. You almost have to run over them to get them to argo you (At least in FV they are small). I only died once in FV from the casters there because one popped on me and rooted me. Hope this helps, but even with camo, I still run wide! :)
RE: About Invis
# Jun 19 2001 at 11:03 AM Rating: Default
Well, all I know is that the only thing that ever saw through invis was the Drolvargs and the Giants. Not sure about Gorenaire, but none of the Drachnids saw through invis. Unfortunately, this isn't good because The Kromdek (Mountain Giants) patrol all of the snow and some in the desert, and Pack of Tomar (Drolvargs) are crawling all over the desert. Weirdly, the only place I've never been attacked by a Drolvarg is right in front of Karnor's Castle! The Yeti's are morons, because one walked right up to me without invis on and walking right past me! (Almost flew out of my pants.)

Meltem Elemaster Level 40 Human Magician
Arcane Evol
Mithaniel Marr
My druids favorite hunting spot
# Aug 23 2000 at 7:26 AM Rating: Good
My favorite hunting spot in dreadlands was up against the south wall on a large ice lake. If you come out of the tunnel from the lost valley and make a left, follow the wall til it meets a grassy part (East). When u get to the grass you then go south, basically following the line of ice/grass (which becomes dirt after a bit) til u get to the opposite side. You'll see a small hut. There's a 2 giant spawn in there. You can pull from the hut or pull from the many things that wander by. I hunted there with a mage friend from lvl 45 til about 51. Nothing wanders by close enough to aggro as long as u stay far enough up the ice so meding is very safe. And it's an excellent place to kite for druids also because the lake is huge and most things stay on the grass and dirt part. If you get a good enough group, you can take on the occasional Patriarch also, which sometimes drops the tree weave tunic.
My Mage's soloing spots from 40ish-45+
# Aug 22 2000 at 11:12 PM Rating: Excellent
Hello! I play a High elf Mage, who has spent a good deal of time soloing in Dreadlands. I just thought I'd share my favorite spots.

At 40 (although you may be able to start earlier) I hunted from behind the Mountain Giant castle. There is a big snowball behind it that you can sit on, and nothing will come close to you. Be careful near the castle wall though, occasionally a giant will attack you through it. There are all sorts of goodies to pull to the snowball from over the hill behind the castle, tundra yetis, various drolvargs, mountain giant craigs and braes, and various drachnids.

At 44, with my shiny new spells, I moved to the front of the castle, and pulled giants out of it. Its relatively easy to pull one at a time, just watch out for the relatively uncommon patriarchs, and the tricky steeps. Some braes will start turning green, but it was an easy enough spot that I didnt mind a couple greens. :) 1 giant spawns right behind the campfire in the middle, and 1 spawns in each little building. Also, there are about 3 that wander through the entire castle, including right up to the front, so be careful. But again, its easier than it seems to pull 1 at a time. I was able to keep the whole castle relatively clean. Decent loot too! :)

Also at 44 you may want to try soloing from the North Wall of Karnor's castle, although I didnt start until 45. This is where 99% of the people in the zone are. I was always alone by the mountain giant castle. Since this is the crowded area, pulling critters from the field to the north can be tough. But you should be able to take just about anything you find out there, except possibly ravishing drolvargs, and maybe drachnid recluses (they run too fast for me. :)

Hunting from the north wall of Karnor's should take you up to the high 40s, after which its probably time to move on to blue'er pastures...

Thats all!
Nalinie of Veeshan
RE: My Mage's soloing spots from 40ish-45+
# Sep 01 2000 at 3:54 PM Rating: Default
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132 posts
excellent ideas naline - i've found if you treat this like a scaled down version of the giant fortress in frontier mountins, it works perfectly. for the soloable classes, this is one awesome spot - also good for a group around lvl 40 - you get all the benefits of the good drops and cash from the giants, and some fairly good xp.

sia
Dreadlands lvl 38 to 45+
# Aug 22 2000 at 5:54 PM Rating: Good
As you have heard of the yetis in the dreadlands most dont know where the caves are.
There are three caves in the dreadlands that are home to the yetis. All the yetis in these caves can be pulled solo and are awesome exp starting at lvl 38. From the lost vally enter the cave to
go to the main zone for the dreadlands take a left when ya get out follow the zone wall youll come to the 7 yeti cave. Hunt there for massive exp solo or grouped. Good luck all.
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