Tenebrous Mountains

Quick Facts





Level Range:
35 - 50

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Tenebrous Mountains is a large mountain range on the dark side of Luclin. Scant foliage lives on the slopes of the hills, and the creatures that inhabit this area are more likely to use sound than sight to find their prey. This is also the home of the rapidly growing coterie of vampires.

All of the creatures in this zone except for Grimlings can see through invisibility and camouflage. In addition, members of the coterie can actually cast invisibility on themselves, making their fortress very dangerous to infiltrate.
Coterie CastleTo Grimling ForestGrimling CavesCoterie OutpostThe Tenebrous MountainsKatta Castellum
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MISSING Achievement
# Jan 01 2020 at 5:51 PM Rating: Excellent
33 posts
Missing Achievement:
Conqueror of The Tenebrous Mountains:
This achievement is gained upon completing the following raids in The Tenebrous Mountains:
Valdanov Zevfeer
Cral Ligi's
# Jul 23 2003 at 4:02 AM Rating: Decent
What's the best place to find Cral Ligi's in TM? Seems to me they just roam the zone, though I've never seen them close to the Coterie outposts. Any info greatly appreciated (especially if there's an actual Cral Ligi camp somwehere in the zone)!
# Jul 07 2003 at 12:50 PM Rating: Decent
I need to get a delicate glass sculpture off certai 'Coterie Dragoons', but dragoons are nowhere to be found? Are they a triggered spawn or do i just not look properly?
# Mar 29 2007 at 4:53 PM Rating: Decent
when i find out what you just said.. ill answer you =)
Darkwing Bats
# Jan 31 2003 at 10:21 AM Rating: Good
Some merchant should sell galic to keep the bats away. :)
grimling mines
# Jan 03 2003 at 10:57 AM Rating: Good
8,619 posts
there are 2 Grimling mines on the south wall commonly called east and west mines <spooky that lol> i camped west mine from 41-43 with reletive ease, here is what you will find and what i did

there are 5 Types of mob 2 of which are the meat and drink geomancers and oreseakers<i think> the rarer are labourer, runner and foreman.
the oreseakers where melee hitting for 50 rarely and will assist each other.

Geomancers are casters that cast a 250dd with knockback a 150dd ice based and a root/snare line rarely. it is vital to stun/interupt the casting or you'll be having a bad day with these nasty SOB.

labourers are rogues that have a set wandering spawn and are pretty much the same as oreseekers only they seem to drop acrylia more in my experiance

runner drops the no-drop piece for the relic pack and is on a 90 minute spawn may not make it to the mines if people are camping him, he is melee and while higher lvl than the basic oreseakers isn't to hard to handle.

foreman are higher lvl melee with a lot of hit points, hit slighty harder than the rest but again are nothing to worry about as they very rarely spawn.

ok so how do you camp a mine?

well to start with you will have to get past the first two at the mine enterance i surgest harmony/ lull one and pull the other as they will aggro. the rest is pretty much the same i lulled and pulled for 3 lvls picking up acrylia ore, gems and runes as loot for the most part. they don't seem to be any named further in so just move in an out as is comfortable for you and if you have to med up do so where you have just killed as that will give you the longest recovery time

Jarkeld Hammerhiem <Darkstorm Dragons>
Druzzil Ro
pally of the 44th sphere

your mind is like a parachute it only works if it's open

Edited, Fri Jan 3 10:32:51 2003
miniguide to castle and the loot you can get there
# Dec 18 2002 at 1:01 PM Rating: Decent
First things first. Getting there. You will most likely port to Grimling forest and zone in. Remember to run high along the wall of Grimling forest cuz the zone to Tenebrous Mountains is surrounded by a Grimling town (I ran through the middle of town and picked up a train of about a dozen grimling, these guys aren't tough for a 50 Cleric but a dozen of them took me down without too much trouble).

When you head to the Castle remember that almost everything in the zone seems to see invisible and the vampires can see through IVU. So don't try to get there with obfuscation. Someone mentioned the levitation method, use this methods it works best.

Set up camp pretty close to the castle otherwise you will be picking up wandering bat and sonic wolf adds on every fight.

There are 2 vamps outside the castle and there is one just inside the door. It is amazingly easy to get all three to aggro on you so be prepared for a 3 vamp pull. Mezz works on them but doesn't seem to last as long. Once you get past them, you are on the ground floor which is lined with coffins, pull this area like it was the library in TOFS. when you clear this area there is a ramp in the back that leads upstair where the tough mobs spawn (named and generals).

If you cannot handle more than 2 or 3 vamps at a time, stay downstairs, the spawntime is pretty short so if you start pulling named mobs from upstairs you WILL get regular vamp adds. If you feel like you are missing out on the action by staying downstairs, don't, a Named will occassionally aggro on fights downstairs adding to excitement.

If you do feel you can take on nameds and stuff then pull them downstairs to the area right in front of the ramp (that way you can get XP from all those nice little ground floor vamp adds). Have anyone that doesn't need to be close to the named mobs stay away cuz they cast area effect lifetap and not only does your chanter and cleric lose 200 each it appears the vamp will gain 200 per person in the lifetap range. If you are fighting Renaldok, remember to heal a little early cuz he can cast ice comet and royally goatscrew your plans if you are waitinig for your melee to be under 2 bubbs before you CH him.

The regular vamps drop some faction quest nodrop items (you need to be indifferent to turn them in)and coterie gear. The coterie weapons are heavy and worth between 5 and 8PP each to a vendor (if you have a porter have them port and sell the weapons and gate back). The armor peices are vendor trash to you by the time you can hunt in this zone and the vendors only offer 2 or 3 plat for them. Sell them in bazaar for 10-25 PP depending on piece and they should sell pretty well or just sell them to a vendor if you can't be bothered.

The General will drop what regular vamps drop but will ocasionally drop general boots or cape these are bazaar items. The nameds will drop cash rings (142 plat from a vendor) and some decent items (and some real crap too).

In a 4 hour camp with a full group capable of keeping the castle cleared, I netted about 500PP of loot (after peridots).

Word of caution stay away from the Mob on the balcony if it is Vlad then find somewhere else to hunt he is a level 62 Mob that is underconned and can visit you downstairs if your puller isn't careful. If it is his PH and you pull him... clear out when you've killed him, I was there with a group 50-61 (60 pally, 61 warrior, 50 cleric, 50 cleric, 56 necro, 62 chanter) and I was told that Vlad could wipe us.

A cleric can solo some of the vamp outposts in this zone if he is careful and wuill likely be welcome in a castle group when one forms.
Chanter Solo
# Oct 15 2002 at 1:54 PM Rating: Decent
For interested chanters, Katta entrance is a pretty good solo spot. Lvl 39 Cajoling whispers worked very well for me against the Sonic Dire Wolves. I keep my CHA around 170 and have very few charm breaks. Strategy goes like this . . . Charm wolf and park him . . . tash another and bring him/her back toward the Katta entrance and Root. Send in pet and drop a Suffocate spell. Keep the mob rooted and make the two fight it out to the death. Pet is usually around 20 health by end of fight. Go invis to break charm and root 'pet'. Drop with anarchy and suffocate. Typical of exp is about 1 gold bub/hour up to 45 so far. It's not Quad Kiting, but were not druids either. Great experience and close enought to a zone that it isn't too dangerous.

The bats are also good targets for your pet to go after because the guards will kill them if they run after you, leaving only your 'pet' to deal with.

I keep a stack of Jasper on hand to keep myself Rune'd and I also bought a 10 dose sow though I usually find a willing shaman or Druid with which to exchange clarity.

Be careful of the Grol Baku Soldiers because they will root you. I have 109 Magic Resist and at 44 they land 2 of 3 roots on me. If charm breaks while you are rooted you can usually kiss it goodby.
#REDACTED, Posted: Oct 15 2002 at 2:00 PM, Rating: Sub-Default, (Expand Post) Iantillee
# Aug 17 2002 at 11:26 AM Rating: Default
Anyone have any solo strategies for a 39 sk?
Thanks in advance.
Felodious Sworddancer ?
# Aug 10 2002 at 1:12 AM Rating: Excellent
Posting this tidbit I ran across the other night when passing through and decided to stop into the mines. I have hunted the mine closest to the Grimling Forrest zone tunnel, and after a patch a few months ago there was an npc i noticed standing in there ... turns out it is Felodious Sworddancer an even con to 55 when i saw him. anyway Hail him and he will begin to tell you a story. At the end of his first test when you hail him ... there are trigger words that lead to a Very intresting Story for Ogre Warriors. As the story progresses he tells you about a red scabbard, and a Sword that Ralos Zek gave to an Ogre warrior to test him... and the sword turned out to be to powerful for him... long but intresting story short is he failes the test and Zek takes the sword and splits it into pieces and scatters it in diffrent places ... the smallest ogre there when this occoured was given the red scabbard and his family was tasked to test all warriors which come for the sword to see if they are worthy.
This story is from memory when it happened a couple of nights ago, but most of the details should be correct. Would anyone have any additional info on this guy? I might have to bring my 52 ogre warrior back out of retirement to look into getting the Sword he speaks of ... hoping it will breathe new life into the fun of playing him again.
It is possible that the part about the ogre may not actually have a working quest at this point ... since the words that trigger the ogre story are not in brackets ... or this could just be an oversight on the programmers part about the brackets missing.
Any info provided would be Greatly appreciated ... and as I find out more I will try to update.
RE: Felodious Sworddancer ?
# Sep 23 2002 at 2:10 PM Rating: Decent
198 posts
I hate to disappoint you guys but Felodius is part of the Warrior Epic, the sword he speaks of is the Jagged Blade of War. The pieces are scattered all across Norrath. I'm not sure why they felt they had to put Felodius in TM, he is already in EK near the ramp to HK where he has always been.
Dyllwin Dalewalker
Heirophant of the 100th Season
RE: Felodious Sworddancer ?
# Sep 24 2002 at 8:07 AM Rating: Decent
Thanks for the disappointment Scholar Dyll,
Interesting that they seem so similar to the Dagnor story....never noticed that before, musta been da Ale!
And why put an old world mob and quest on the moon. I guess i should start my epic huh?


An Rach
RE: Felodious Sworddancer ?
# Sep 23 2002 at 11:29 AM Rating: Decent
Part of the hitory of norath is the First Dwarven Orge war.
You may read about it here

This sounds as if you have found the begining of a quest for Dagnor's sword. Excellent!
I have swam around Dagnors looking for the tale tell bag for years now. maybe there is finally one there!
Thats all i know now
good luck

Elroy Bungeecleaver
51 Dwarven Warrior (aye dwarven ye smell ogres):)
Cazic thule
Firepot Room?
# Aug 06 2002 at 10:19 AM Rating: Decent
8/6 Would anyone know more information about this mystic firepot room and where I can find it?


8/7 Sorry, I've discovered that the fireport room is actually in the Timourous Deep.


Edited, Wed Aug 7 08:05:55 2002
crossing the zone
# Jun 14 2002 at 2:43 PM Rating: Decent
One way you can get accross this zone is a method taught me for Dreadlands. Get levitated and scale the wall near the zone point then whe you are as high as allowed sail out into the zone heading straight towards the other zone point. You loose altitude but each mountain lifts you again. This gives you a lot better field of view, flattens (i.e. shortens) the trip, and you can more easily avoid ground mobs and to a degree the fliers.
Coterie Faction
# May 12 2002 at 12:42 PM Rating: Decent
You can raise your faction with Coterie of the Eternal Night by hunting the guards in Katta Castellum...great exp btw.
# May 07 2002 at 8:46 AM Rating: Good
This zone can be dangerous for hunting in many ways. First thing anything that doesn't start out KoS sees through invis. This includes bats, dire sonic wolves, and Coterie Vampires. To add to the Dark wing bats are imunne to changes in run speed. Add this to the rough terrain and you wish you had track to find the damn katta guards.

Next the Coterie. First the Coterie are invised after spawning. You will need see invis to pull if your not keeping up with the spawns. Second high aggro range deffinetly need a harmony puller or monk pulling. Third these mobs do Rampage, and the named ones at the camps will also Flurry. Fourth they AoE life tap for 200hp. This makes it hard on melee cause they will just life tap to full really quick. Best off using lots of nuking power in one strong blow. Fifth they do raise katta Guard Faction. Also they are a lot of fun, but they aren't not a push over if your going to melee them down and adds are trouble some. Don't know about mezz / charm didn't have a enchanter but I assume that its ok on them.
Katta Faction?
# Apr 14 2002 at 9:51 AM Rating: Decent
I was told that you can kill the Coterie to raise Katta faction but the bestiary doesnt show any factions. Can someone please confirm this for me so that I can quest in Katta.

Thank you in advance...
RE: Katta Faction?
# Sep 17 2002 at 2:12 PM Rating: Decent
I can confirm this. Killing Coterie does indeed raise Katta faction...however...I have heard tell it will take a lot of vampyre staking to raise you to quest level in Katta, so start early and kill them when you can at least gain exp from them.

Sequi Sicarius
47 Season Barbarian Shaman
Clan MacLear
# Mar 18 2002 at 9:20 AM Rating: Decent
Travelling in the zone is dangerous. Darkwing bats, dire sonic wolves and vamps can see invis and would aggro.

I would suggest get sow on and follow the south border line to your left (west)after entering TM from GF. But be careful cause there are two grimling cave on the way. Each cave has two static spawn at their entrance. Most of the time you would see grimling orefinders. However, occasionally you can see grimling geomancers (nasty caster hits upto 250dd) and foremans (hits harder and has lots of hp). South border line is too close to cave entrance and traveling behind them sometimes not safe. Because those geomancer and foremans have wider aggro range. If you see those guys guarding the entrance try not to use the borderline. Instead take a small curve to North and South again. When you hit west border line head to North. Relatively safer that way.

If you get aggro better shout for train to zone. Cause ppl pull and camp at the KC zone entrance and you might get flames if you dont warn them in advance.
From Grimling Forest to Katta Castellum and vise versa
# Mar 18 2002 at 8:51 AM Rating: Default
Travelling in the zone is dangerous. Darkwing bats, dire sonic wolves and vamps can see invis and would aggro.

I would suggest get sow on and follow the south border line to your left (west)after entering TM from GF. But be careful cause there are two grimling cave on the way. Each cave has two static spawn at their entrance. Most of the time you would see grimling orefinders. However, occasionally you can see grimling geomancers (nasty caster hits upto 250dd) and foremans (hits harder and has lots of hp). South border line is too close to cave entrance and traveling behind them sometimes not safe. Because those geomancer and foremans have wider aggro range. If you see those guys guarding the entrance try not to use the borderline. Instead take a small curve to North and South again. When you hit west border line head to North. Relatively safer that way.

If you get aggro better shout for train to zone. Cause ppl pull and camp at the KC zone entrance and you might get flames if you dont warn them in advance.
Quad kiting vamps.
# Mar 05 2002 at 12:24 AM Rating: Default
The vamps in this zone give great exp for the tree huging types. My druid have been quading them since lvl 49. I'm now at 50 and I rake in more than two blues per quad, the exp is simply awesome. However the quads are extremely dangerous. The vamps have high magic resists and tend to resist one outta every four ensares. They also proc a 200hp life tap so there is absolutely zero room for error. Get too close to your quad and its LOADING PLEASE WAIT...

There are also numerous adds which can sneak up on you in this dark zone so knowledge of the spawns and terrain is a must.
RE: Quad kiting vamps.
# May 08 2002 at 11:25 AM Rating: Default
Please tell me how you manage to quad casting mobs!
Every caster I have encountered thus far, stops moving to cast thus breaking the nice little tight circle of beasties and making AOE spells ineffective.

You are either one KILLER quadder and I bow to your skills..or..you are full of wood chips.
RE: Quad kiting vamps.
# Aug 28 2002 at 3:01 PM Rating: Decent
I agree that this druid is awesome! I would not say this is an impossible quad, though it would not be a popular quad due to the difficulty in quading here. Though I have not tried to quad these (I'm currently 45th and don't have the 49 quad spell), I have grouped at the fort (died three times). The adds here are terrible! Sonic wolves and bats are everywhere so pathing is a must. I do not know the pathing here so I will likely skip this zone to quad when I get to 49. However I may find out the secret of TM and be fine.

Again I say this druid rocks and if he says he can do it I'm sure he can.
RE: Quad kiting vamps.
# May 29 2002 at 8:50 PM Rating: Default
Only the named vamps in the castle will cast. The vamps in the various camps around the zones do DO NOT CAST. They do proc a 200dmg lifetap when they hit you though, procing and casting is two entirely different matter. Its is doable at 49-50, I've done it many times and recieved a full suit of cool looking corterie armor this way. Like I said, knowledge of the terrain and pathing is a must. Having high wis is also important because they have rather high magic resists. Prepare to have your snare resisted a few times per pull. Just because you don't have the skill don't say it can't be done.

Edited, Wed May 29 21:42:54 2002
RE: Quad kiting vamps.
# Mar 06 2002 at 7:14 AM Rating: Good
OMG you are one good druid!

I went there today and yes EVERYTHING sees through invis!

10 secs out of the grimling forest zone i had 2 bats and a grimling caster on me. Bye the way the bats cannot be snared or rooted.

And DARK! OMG this place is darker than Ferrott!
Be prepared for this zone to be tougher
# Feb 25 2002 at 2:07 PM Rating: Default
As of 02/25/02 they fixed the bug with Necro pets not being healed by their lifetaps. This also affects all NPCs who can lifetap, so that means the Vamps will actually be healing 200 HP every time they lifetap you know.

Also, the Shadows in Twilight Sea will be tougher as they have a 150 HP lifetap, which will now be healing them correctly.
Tips to breaking the coterie castle.
# Feb 21 2002 at 7:21 AM Rating: Decent
Anyone have any tips breaking the castle area itself. From what i witness it seems to be easiest with a monk to feign pull the main room. Named spawn is also a roamer in there that is a caster of some sort; believed to be chanter i think. Anyways if anyone has any advice to breaking the castle and how to proceed would be much appriated.
finding zone lines
# Jan 12 2002 at 4:38 PM Rating: Decent
This wide zone kind of reminds me of the frontier mountains in Kunark with one exception. These are REAL mountains.."those of you who live out west and have seen the hokey mointains of the east know what i mean..." anywho Trying to follow the base edge of the mountains does not work real good.. i ended up turning in circles for a few minutes looking for the zone this way.. you have to go to the top of the mountains to make sure cause you can go over the white caps of most of them.. it might look like the zone edge, but it probably isn't. Hope this helps
the drops
# Dec 25 2001 at 7:22 AM Rating: Decent
33 posts
all the drops you mentioned are for the twilight armor quests. There is a full suit of armor for every class and a weapon. go to the link in the shadow knight darkened? bracer discussion.

Sundorn on Brell
Liger on Brell
Vampire Quest!!!
# Dec 20 2001 at 8:39 AM Rating: Decent
I just completed the quest last night and got a nice face item
5ac, minus5cha, +25mana, +10svd, +10svp
Clickable effect- Feign Death
NEC, SHD only
RE: Vampire Quest!!!
# Dec 26 2001 at 2:46 PM Rating: Decent
pls give some more info onthis quest pls
Vampire Quest!!!
# Dec 20 2001 at 8:35 AM Rating: Default
I just completed the quest last night and got a nice face item
5ac &#8211;5cha +25mana +10svd +10svp
Clickable effect- Feign Death
NEC, SHD only
# Dec 20 2001 at 2:33 AM Rating: Decent
this zone has alot of drops in it off different mobs , i killed a Killer darkwing bat and got a Ring of wit , and i also killed some of those alien looking things i got a Dread Hilt, stormfilled vial, earth etched wand and some other stuff all were lore and with no stats , im asssuming they are for some unknown quests that are out there
RE: Stuff
# Dec 22 2001 at 9:34 AM Rating: Decent

ive been there for alittle ove a week the drops i got are all magic lore these i have are :
Dread hilt,Air marked scroll,Mark of meditation,water etched wand ,vial of purified air,Mark of the wild,Mark of Terror,Ring of wit, Earth etched wand,Storm filled vial,Silver Gilden Bracelet,Mark of Bravery,Mark of Gloom, Mark of burglary ,Mark of secrecy ... these all came off the named aliens , and the different bats if anyone finds any quests that require thes please post here . thnkx
Electro, Xev server
49th lvl druid
# Dec 17 2001 at 6:30 PM Rating: Decent
The Grimlings in this zone drop some expensive gems, ore for Luclin Smithing/Tailoring, and the runner drops an item that's part of a quest for a 70% weight reduction 10 slot giant bag (weight 1 - great for monks or anyone). While camping the cave entrances, pull Sonic Wolves for exp.

Most if not all roamers in this zone see invisible .. so be careful.

Dolt Diggler 54 druid
Phorest Wu 52 monk
<Justice Keepers>
The Tribunal
RE: Grimlings
# Apr 09 2002 at 2:57 AM Rating: Decent
Can you elaborate on this bag quest. I too have looted the runner and don't know about the quest. I am curious and in need of a good bag such as that you have mentioned. Any assistance in description of this quest would be most appreciated. Also, does anyone know what the Ring of Wit is for? I got this off a Killer Sonic Bat just inside the zone...pretty much the same fight that I killed the runner in. (and the same fight I was left panting for HP afterwards)


Edited, Wed Jun 19 01:31:28 2002
RE: Grimlings
# Jun 25 2002 at 11:40 PM Rating: Decent
Look up the Rallic Pack quest, starts in Katta Castalum. 85% wt reduction 10 slot giant. Very nice item
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