Akheva Ruins

Quick Facts





Level Range:
45 - 65

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The Akhevan City of Ka Vethan, better known now as the Akheva Ruins, was built long before Vex Thal and served as a stronghold for the shadows of Luclin. Its current state can be attributed to a civil war among the Akhevans.

After their arrival and establishment on the moon, the Combine began building structures and outposts on Akhevan territory. The reigning High Priestess at the time, Akel Ha Ra, demanded that her fellow Akhevans not interfere with the imposing Norrathians. This caused some dissention among their ranks.

Before long, an Akhevan named Aten Ha Ra emerged as the leader of this resistance and led her faction in a civil war among the Akhevans. One day, Aten Ha Ra summoned a storm of incredible power and used it to destroy the city of Ka Vethanat, an event which led to the death of Akel Ha Ra, many of her minions, and the end of the civil war.

Currently, one can find a countless number of Akhevan spirits lingering among these age old ruins in addition to a host of mind wurms, stonegrabbers, and centis.
The Entrance WayAkhevan StatueThe AltarWatch Out for the TrapsMind BurrowersGolden ArchwayCenti AtulusPatrolling the RuinsDeep within AkhevaCavern of The Itraer ViusShei Vinitras
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Great XP and easy to stay alive
# Jul 18 2014 at 1:14 PM Rating: Decent
Killing Centies in the hallways at level 51 will give you one AA for each 1.5 kills, its very good XP and easy to manage the patrollers who walk by once a while. Keep your resistance up cause some of them will try and fear you and there is nothing as devastating as seeing the "LD" sign over your head while you are training 9 Centies on yourself.

Dont go near the mind burrower worms, if you pull one they will all come (6 or 7 of them) and they will summon if you try to run. They hit fast and hard, have crappy loot (if any) and look ugly too :-)

But for soloing, this is a great place and great XP from lvl 50-55.

Great XP and easy to stay alive
# Aug 12 2020 at 1:41 AM Rating: Decent
128 posts
DonTron wrote:
Killing Centies in the hallways at level 51 will give you one AA for each 1.5 kills, its very good XP and easy to manage the patrollers who walk by once a while. Keep your resistance up cause some of them will try and fear you and there is nothing as devastating as seeing the "LD" sign over your head while you are training 9 Centies on yourself.

Dont go near the mind burrower worms, if you pull one they will all come (6 or 7 of them) and they will summon if you try to run. They hit fast and hard, have crappy loot (if any) and look ugly too :-)

But for soloing, this is a great place and great XP from lvl 50-55.

Also, the mind burrowers will drain your mana in no time.
Duo 47 & 50
# Jan 04 2011 at 11:02 PM Rating: Decent
Not sure what has changed in this zone... but I was farming condensed shadow this evening with a 50 Ranger & 47 Druid. Tank & healer merc.

I was mostly in the entrance hallway since the mobs I needed are all that pretty much spawns there, but even with the occasional Transient Patroller add.. it was very managable.
53 SK solo
# Jul 21 2008 at 12:20 AM Rating: Decent
Soloing as a 53 SK here at the entrance. Mobs are dark blue and light blue and have roughly 10K HP and hit for max 150. Roughly 1 to 2 bubbles of xp per kill.

Snare and fear kite at zone in.

Have 100+ in resists, the Transient Patrollers don't land a single spell.

Not a terribly safe spot, given that there are mobs in Maiden's Eye that will smack you if you zone out of Akheva to escape an alien.
hot zone
# Jul 09 2008 at 1:31 PM Rating: Default
I dunno, i like the xp here. boxing two chars, 63 shaman and various 42+ chars, my shaman is collecting aa xp while the rest are leveling nicely. Not as fast as earlier in their careers (is it ever?). Besides, with virtue on the little ones, and temerity on my shaman and dog, we do fine, even with two or three adds. Now that mage is 55 tho, taking her elsewhere, tho may come to try soloing here with new pets, if i can find or make new heal spell for pet. I havn't brought shaman to solo for aa xp tho, but i might.
Hot Zone Aug
# Mar 05 2008 at 3:32 PM Rating: Default
Horrible Hot Zone
# Feb 29 2008 at 4:09 AM Rating: Decent
68 posts
The Luclin mobs have too high an AC and too many hps for this to be an effective Hot Zone. If you hunt here for XP, be prepared for equal or less XP than a non-hot zone of the same level in a different expansion.
Horrible Hot Zone
# May 22 2008 at 9:34 AM Rating: Decent
111 posts
I noticed this as well, took 3-5 mins for my 47 SK twink to solo one mob down. Had a pet, wasn't buffed, did have some toys though. Took me down to like 30% doing it, but when he did die, I got around 6-7% for that one kill without lesson going. So, my plan is to run a cleric over, keep her out of group, HoT him and let him kill solo until he is 53. Then he will high enough to group with my cleric who is 80, and will get them both over to riwwi, where the XP is also pretty good until like 58-59ish.

Edited, May 22nd 2008 12:36pm by sullyd
Horrible Hot Zone
# Feb 29 2008 at 1:40 PM Rating: Decent
I disagree, seems like this is an ok hotzone, these mobs give more xp per kill thats for sure, so i beleive it will average out to be about the same.
Horrible Hot Zone
# Mar 23 2008 at 11:54 AM Rating: Decent
Hordified wrote:
I disagree, seems like this is an ok hotzone, these mobs give more xp per kill thats for sure, so i beleive it will average out to be about the same.

If it averages out to be the same, doesn't that defeat the purpose of it being a "hot" zone? Hot zones are supposed to provide incentive for people to gather in the same place to bring "populated" feel to a largely unpopulated world. Finding groups below level 65 is a pain that "hot" zones are trying to alleviate. But if the hot zone averages out to the same xp rate as a non-hot zone then there's no incentive to go there.

I agree with other posts. Between the triggered spawns, high AC, and high HPs, you're better off skipping this one.
re : Horrible Hot Zone
# Apr 19 2008 at 9:33 PM Rating: Decent
could be worse - could be a cold zone
# Jan 12 2006 at 9:18 PM Rating: Decent
levitate no longer works here.
Bring a Rogue
# Jan 23 2003 at 5:44 AM Rating: Decent
Bring a Rogue with your group to disarm the traps in this zone. It will save you lots of deaths if **** hits the fan. And if you are raiding the zone, remember to call for a train or better yet send a tell to anyone camping the ME zoneline near ruins saying that a raid is coming. If you ask nicely, the group can zone into the ruins and go afk for a bit (coffee, smoke etc.) until you're done training the zoneline. If you don't, you'll likely tick off another guild group camping the ME side of the ruins, and the last thing you want to do to start off a raid is **** off a guild or train them repeatedly. They might muster up guildies to upset your raid if it's bad enough. And then the GM's will simply laugh at your petitions while you die in AR.
What we do is simply zone into ME and /ooc anyone camping AR zoneline? And if someone is, we ask them to tell us when a break in their play will be so we can train the zoneline for 5 minutes. They usually are okay with it if you're polite etc. This way everyone is happy.
And if you are thinking of saying "Why don't you just invis and not train" then you've never run through ME.
RE: Bring a Rogue
# Nov 16 2005 at 11:06 AM Rating: Decent
Not that this matters since this is quite an old post, but if you are invised and floating you rarely set off the traps...
RE: Bring a rogue?
# Oct 09 2005 at 8:26 AM Rating: Decent
52 posts
The traps here aren't standard issue traps like you'd find in Chardok, Ssra Temple, or occasionally in LDoN adventures. These traps are spawn traps: they spawn mobs when you walk over them. They're not detectable and disarmable by rogues. Only way to disarm them is to set them off.

Though having a rogue is helpful if you actually want to set them off (as they don't break sneak/hide when going over one), you can get through the zone on standard-issue caster invisibility (not vs. undead) from the entrance to the spawn point of Akelha`Ra without agro if you know where the traps are. My shaman at 56 got there without agro ducking both traps and undead mobs flawlessly.
Sopona Poxcaller
Heretic Shadow Knight

Nootaikok Frostcaller
Shaman of Justice

Master Brewer Biertrinker Oktoberfest
Wolf of the North

Moksha Bladecaller, Half-Elfin Rogue of Freeport
RE: Bring a Rogue
# Jul 06 2003 at 12:01 AM Rating: Decent
I ran through by myself with no problems, didn't even use sneak/hide. Just follow the west wall (right turn out of DSP)up high and you should be fine.
RE: Bring a Rogue
# May 05 2003 at 3:34 PM Rating: Decent
I don't know what you are talking about, but I have successfully run through ME atleast a dozen times. twice picking up peeps for a raid, and many times more on my way to Elysians in Umbral Plains.

If you are Careful, and con just about everything (because alot sees though invis) you will make it just fine. the mobs aren't dense enough to warrant a guarranteed train.
RE: Bring a Rogue
# May 19 2004 at 3:53 PM Rating: Decent
29 posts
What he's talking about ISNT running to Umbral zone.
He's talking about zoning into AR and regardless of whether you make it thru ME without being detected you most certainly will not make the AR zone without at least 3 or 4 mobs on your tail since there are see invis mobs standing at the door to the building that leads to AR zone.
Now if a group does happen to be camping the zone line AND happens to have cleared all the mobs in the building prior to your running in then all will be fine, but otherwise you WILL be training them with any mobs they havent yet cleared.
RE: Bring a Rogue
# Oct 06 2004 at 2:57 PM Rating: Decent
33 posts
Mobs at AR zone in don't see invis. If they do, they sure don't see through my (Skin of the shadow, level 55 necro) invis. I've ran through AR zone in and all of ME quite safely at least a dozen times.
RE: Bring a Rogue
# May 05 2003 at 3:42 PM Rating: Decent

Edited, Mon May 5 16:06:28 2003
RE: Bring a Rogue
# Apr 06 2005 at 12:24 PM Rating: Decent
641 posts
See invis mobs are randomly placed in Maiden's Eye.
The only way to be certain is to /con everything, but that won't help you if you spring one of the many traps and get an undead skeleton on your tail.
There are more traps and undead around the Akheva Ruins zone in than there are near the Umbral Plains zone in, imho, thus the caution.
It's always polite to check first before training though :)
Donbayne 100 Rng - Uinian 100 Dru - Breru 100 Sk - Nyenie 82 Brd - Ruusan 76 Clr - Braru 75 Mag - Syqen 100 Shm EQ Stromm/Luclin
One of the more complex zones
# Dec 30 2002 at 1:58 AM Rating: Decent
Been studying AK Heva for a while there is alot more to this zone than meets the eye. Prolly one of the more complex zones involving traps and events.
RE: One of the more complex zones
# Jan 01 2003 at 12:06 AM Rating: Decent
53 posts
We went in tonight with a couple groups, average level of 60 to do the Mind Burrowers. Spells were dropping like candy. We got about 15 spells, levels 56-60. A good proportion of them appeared to be Bard and Beastlord spells. We did a Raid format and the AA was pretty good. We saw the Insanity Wurm, but he despawned before we pulled him. Easy camp with 2 groups. Only one cleric and myself, a 60 druid for heals. And it was very easy.

If anyone knows the trigger for the wurm, can you post it?
Entrance Grouping
# Nov 27 2002 at 9:37 PM Rating: Decent
This zone was nice exp for my group. Slightly better loot in ME if you're casually hunting, though.
It's very dark without ultravision, maybe even impossible to play in. Definitely looks cooler if you can see the zone, too :P
My group was a 43 cleric, 51 warrior, 52 warrior, 51 SK (me, MA/puller), 51 wizzie, and a 52 shammy. People left at semi-regular intervals for C3.

Dators (levels 46-53) are warriors that are easily single-pulled. The Transient Patrollers (level 50), casters who wander around in the hallway where the Dators spawn, are necros and can really cause problems if you don't have any sort of healer. They land some painful DoT's and nuke for about 600, along with a stun that can last for about 12 seconds. They dispell. I've seen as many as three up at a time. I can't stress how annoying these dudes are - having multiple tanks would probably increase the life expectancy of your group, so when one or more are stunned there's still leftovers that can keep the casters safe.
(Edit: The Patrollers seem to be placeholders for The Protector, who casts alot of the same spells as they do. He gates when he feels threatened, though, and can bring back friends. He can drop Pallid Long Sword, Pallid Staff, and no-drop Shaded Leggings used for making high-trivial caster armor. Not sure whether he drops other pieces as well.)

I recommend all casters having C3, and having a slower/haster (preferably shammy cause of the extra healing), because the stuff tends to hit in the mid-100's.
Also a very good idea to have a wizard. Easier to get C3, and stuff dies alot more quickly.

That's about it. Good luck, have fun, don't die.

Khaann Dae'Lach
Tier'Dal Reaver of Innoruuk
Tholuxe Paells
Going places I shouldn't go for 51 levels

Edited, Sat Dec 7 01:00:19 2002
# Jul 02 2002 at 11:35 AM Rating: Default
# Jul 26 2002 at 6:17 PM Rating: Decent
It's nothing more than a cookbook for Centi Meat.
My Experience in AR
# Jun 28 2002 at 1:05 PM Rating: Good
I checked out AR with a group of friends the other night. Group consisted of:

60 warrior
60 monk
56 cleric
53 monk
55 chanter
59 druid

We were all fairly new to the zone so we went slow. First down the main hall, then we took a right at the first interestion area. We faught to the end of that hall and pulled to there for a while.

Before I get into my story here are a couple of things you NEED to know. First off, to anybody in your group who does not have ultravision of some sort you are going to need it. Its dark as hell without UV. Second, the blue centis cannot be mezzed or stunned. However, this does not apply to all of them, it depends in what area your fighting. As a general rule, they cannot be mezz/stunned though. So be prepared to root or have tanks switch.

Now here is my little story. After we got sick of that first hall, basically not enough of a challenge, we moved back to the main interestion room I spoke of before. From there we took a right (would have North passage from zone in).

I take it this is the temple area. Now keep in mind, in the zone at the time there were only my group and a group of a lvl60 only guild. And they were camping the temple area.

So then the druid speaks up "Hey guys Im getting some cool yellow/red mobs close on track" So we just had to check out ;)" We banged a right from the temple camp. We knew there was going to be some traps along the way so we had the monk go scout ahead and try to disarm traps for us.

We got a few, but aparently, he missed one big one father down the passage past the 1st open room (this will come into play later). So the warrior charges in and says he found a yellow to 60 guy, cant recall spelling exactly. Xixex or something of the sort. Grim Reaper type mob. So he pulls him, the battle starts out ok. We get a centi add or 2 but I kept both mezzed.

The red mob is down to 40 health or so when all hell breaks loose. The cleric caught aggro off another centi add and ran down the hall a little bit in panic, and stepped on a mind worm trap. Now 3 of these MANA suckers are hitting us all, soon the cleric is OOM and i mezzed 2 of them but the other one sucked my mana out.

So in thie chaos, I see the warrior is shouting in group "I think i caught aggro off a crazed mind worm" (another red named mob) And sure enough one of my AE spells aggrod a crazed mind worm from another level, do hes dotting us all.

The centis mezz breaks, cleric dies, 1 monk dies, druid dead, no evac. Warrior and other monk are going down. I run for it. I am amazingly suprised at how far I am making it, Im leaping over mobs with joy, almost to the interesection room again, I breath a sigh of relief.

Then out of nowhere the named red mob, summons me ALL the way back to the death ground, and hits me a couple times and im dead. All died save our last monk. Who pulled our corpses to the FoH group and rezzed us all up.

Hopefully this is a small lesson of where to/ and where not to go in this zone. For those of you who say its not a good zone to hunt in, I disagree, It was a fun experiance, and made the game more fun for me at least. I will definatly go back, this time just stop at temple ;)

RE: My Experience in AR
# Aug 28 2005 at 9:22 AM Rating: Decent
163 posts
Monks can disarm traps?
RE: My Experience in AR
# Aug 05 2003 at 9:50 PM Rating: Decent
Many of them cannot be rooted either " your target is immune to changes in its run speed"
RE: My Experience in AR
# Sep 04 2002 at 11:14 AM Rating: Decent
The area you went down to can be held with a single group. even less if the equipment and aaxp are high enough. A lot of those adds probally came from traps. Some one could have been standing on it during the entire fight. That part of the zone imparticular is loaded with traps. Some spawn a few worms, some spawn a few centi, some spawn robes..depends on luck of the draw at time of trap trigger.

Now as you go further into this zone the traps spread out some. In Shei room there are a collection of mana traps ( first Shei is a vendor ) on akheva faction. The Akheva race are undead ( at least robes are ) and are very prone to fire. Have not witness a pally get a slay undead crit vs a 4 arm though. Centis, worms, and stones are very much alive.

As for the blue colored centi's they ( was and may still be ) extremely MR perhaps imune. However now and then you can land a snare or root on them. After todays adjustment in resists on patch all this can be drasticly changed now. XP here is just killer even if in a full group. This zone is actually quite large. On TM however it seems only the first corner of zone is hunted for XP and that is it. This zone can easily hold groups the same as seb can. if people would just hunt deeper in.

Have to be carefull though cause the deeper you go more traps you find and some extremly hard mobs can spawn if you in the wrong place like IV. The VaDyn isnt to hard hes killable with 10 people if the right 10 and capable for a very very long fight. just get 15-18 people to make it easy on yourself though. the drops can be well worth the risk, same with the insanity crawler. DONT die to IC or he spawns a lot of mini worms to clense the area ( IE carrions ).

IV can be killed with as little as 30 using proper stategy. Shei well he is difficult. you fail you dont get a second shot...he despawns and have to wait for next respawn, but is very much killable. Limit deaths to absolute min. on this guy. every death is 1 level 60 unslowable mob you must kill too.
centi toes
# May 28 2002 at 9:30 PM Rating: Decent
Has anyone found a use for the centi toes droped by the centi in this zone.
RE: centi toes
# Oct 02 2002 at 12:12 PM Rating: Decent
They are used in baking
RE: centi toes
# May 29 2002 at 9:44 PM Rating: Decent
Centi toes and meat are for baking. The meat will yield steaks and the toes can be created into soups. Mmm, thats good eating!
Akuel xi ans Vius?
# Apr 22 2002 at 6:28 PM Rating: Decent
Supposedly "Akuel xi ans Vius" (quest item for Cloak of Truth) drops in Akheva Ruins, but I have been grouping there and doing /ooc there inquiring without any luck.

Anyone know the mobs, location, and frequency for this drop?
RE: Akuel xi ans Vius?
# Oct 22 2003 at 1:48 PM Rating: Decent
64 posts
One dropped off the Protector for me the other night.
RE: Akuel xi ans Vius?
# Sep 04 2002 at 11:18 AM Rating: Decent
This will also drop from the robes in ME too. I discovered this while camping for my Lucid Shard..one of the worst camps for the shard too I must say
# Apr 09 2002 at 1:22 PM Rating: Decent
We went in with a group of 6 over 55. We had a cleric, shaman, warrior, sk, wizard, and enchanter. We did well until we went to far in. We killed all the hall spawns, but past the fallen column we were attacked by three worms. They wiped us out. I was the last to die and they just go right down the aggro list....ouch.
Need at least two groups or maybe three 55+ to
go farther. We did get two swords, one long and one short off centi's on our way in. Very nice.
Orrek Blazenphyre
58th Evoker
Red Sky
Akheva Ruins, A Warrior's View
# Mar 26 2002 at 7:14 AM Rating: Good
I've spent the past few weekends hunting this underused zone. The lack of popularity of this zone is easy to understand. For the most part as good or better items can be obtained in Meadin's Eye with less risk. In fact the ME side of the zone line is a better camp that the RA side.

You will note that I said for the most part, for there are some very nice items that drop in AR. However for all indications those items drop in what I call the raid only part of the zone. For there really are two parts of this zone. The parts that need a raid (two or more groups) and thoes that don't.

The zone line is the most common camp. Usualy by a few or a groups of lower lvl. There are a number of Centies that can be solo pulled to the zone. Stright down the hall, the only way you can go, is a large room with a fallen column. The left side of this room is also camped from time to time. There are two exits form this room one to the right, as you enter the room and one stright ahead past the fallen collumn. Taking the hall to the right will lead you to a second room, this time with out the collumn. There seems to be more Centies in this room, and it is better to set up camp in the hall just before the room. There is an exit hallway leading to the right. This hall will lead you to a third room this time with the Mind Burrows. We tried twice to single pull this room or other wise kill a worm. Both times we were forced to evac to the zone line. As far as I can tell the worms are a two group camp.
All of the mod in the halls and rooms listed above are centis with a reath like protector showing form time to time. The loot table for these are better than the UT in ME but by the time you are ready to hunt here you looking for something more than centi weapons. The Protector is supposed to drop Pallid weapons, but this swrod is only slight better (at best) than the Spiked Gorgan Club at the lvl needed to hunt here.

Retruing to the Fallen column room and taking the other exit, the one stight ahead as you enter, you take a short hall and come to a Temple like room. There are more centies in the hall. There are a few more kinds of mobs in this area. Rockman, and raths, and centi. The as you enter the temple room there will be an exit to the left and two the right. The exit to the right leads to the Rest of the zone. However there is a floor trap in this area that spawns 4 small mind worms. Our first trip here we were able to kill the worms with 10 people, however on the second trip we failed with a very good group of 6. It seems that the intent of this trap is to prevent anyone but raid groups or very stong groops for proceding into the rest of the zone.
The hall way on the lest is filled with rockman. These seem impossable to mez and until the spawn is broken I was unable to pull fewer than two. At the end of this hallway appears to be anothe room. Which is guarded by Rubble something rockman, red to me at lvl 52. Needless to say these two were more than a match for our party. The effectivly stop any but raid lvl groups.

The rockman dropped nothing but what appeared to be quest items. However we were unable to indentify any quest for these items. Maybe these quest will be added later...

The exp in this zone is not too bad, CR is relativly easy, although there are Centies and other mobs that see inv. Lev will not work in this zone, and will drop if you zone in with it, same with SoE.

The three best camps for a noraid group, are the fallen collumn room, the Room at the end of the hall exiting from the right of the fallen collem room, and the temple area. The Temple area being the hardest. The zone area really can't clame enough mobs if the fallen collumn room is camped, to keep a full group busy. However it could be some time if ever until this Zone is fully camped.
I will say that it seems to be a popular raid zone for the upper end guilds on my server. 3 of the 4 days we were here there was a raid that went deep into the ruins.
RE: Akheva Ruins, A Warrior's View
# Sep 04 2002 at 11:21 AM Rating: Decent
Some of the componets that drop are for Luclin smithing recipes, and the rocks are one of the mobs that can drops a Lucid shard too =)
# Mar 13 2002 at 11:02 AM Rating: Decent
Do you start off with good faction here? i'm not KoS to some of the mobs in ME, who when you kill are bad hits to this faction, so i was just wondering.
RE: faction
# Mar 23 2002 at 9:44 PM Rating: Good
75 posts
No, everybody KoS to start I believe. The centis in here Raise whisperling faction and lower Ahkeva and Shak Drath btw.
nice xp
# Jan 07 2002 at 2:30 PM Rating: Decent
i'd never seen many 40's in this zone, seems more for 50+, tho a good group of 45's could work the first hall spawns i'm sure.

Lots of good xp here, drops aren't the greatest but when the Pallid weapons drop your melees will thank you for it. Mostly treasure for the destroy button, endless stacks of Centi meat/toes.

The mind burrowers mentioned below do drop spells, but in a 12 hour day there all we got was 5 hybrid spells, one for each class. Nice ones but my group needs the priest/caster spells that are only in ssra temple so far.
Zone Level
# Jan 06 2002 at 2:27 AM Rating: Good
What is the approximate Level of this zone. I have been told 40 and up but never see many low 40's in the zone?
RE: Zone Level
# Sep 04 2002 at 11:24 AM Rating: Decent
For the most part its a level 55+ zone. you can hunt here with a SOLID group in the 40's but reading a lot of theese posts its a partner small party that you bring to this zone to hunt....same on TM. Great solo/duo XP though. If you really want to hunt here get a couple friends/guildies and just tear the place apart, its quiet and the meat and toes can make some real nice HP food.
Very Straightforward Zone
# Dec 23 2001 at 10:38 AM Rating: Good
The place reminded everyone in our group of *somewhere* else. It reminded me mostly of Karnor's Castle, since you have so many predictable and static pops, and eventually I'm sure camp areas will become named as they are in Karnor's (like lmoat, lcy, hands, etc.)

Unfortunately I do believe the weapon drop rate has indeed been nerfed, as our group spent approximately four hours in the place, with very fast pulls, and in that time our only drop of note was a spear. Others outside our party agreed that they hadn't seen a Centi weapon for quite some time. So count yourselves among the lucky, those of you who were among the first inside! I would have been right there with you if at that time it didn't take ten minutes to look around myself in a full circle in Luclin. Cheers!

Edited, Sun Dec 23 10:39:39 2001
RE: Very Straightforward Zone
# Sep 04 2002 at 11:29 AM Rating: Decent
hehehe we just call it our hall you see us you in our camp, but we respect fallen pillar, zone in, and worm hall =). But we all pull each others stuff in the end. its about attrition. you can only claim what ya can hold =P sad but true all XP zones are now basicly a FFA
# Dec 20 2001 at 10:18 PM Rating: Default
the spear looks cool
Va dyn
# Dec 19 2001 at 6:07 AM Rating: Decent
our 3 groups just got whiped out by this guy. Conned red to our 60's so has to be atleast lvl 64......quad hits for 300's, meeean ****...
RE: Va dyn
# Feb 17 2002 at 2:54 AM Rating: Decent
My guild took this guy out on xegony. We've done harder. All it took was some good cleric and tanking action and aggro control. He dropped gold inlaid ulak, shaded girdle, and some no drop 13/19 mnk hammer. uber stuff

Kamarag - 59 Master of xegony
Overview of Zone
# Dec 13 2001 at 2:45 PM Rating: Excellent
28 posts


When you log into the zone.- (as of this time) there are generally no trains. I expect this to change as the zone becomes more populated. Usually there are 6 to 18 people in the zone. Zone entrance is similar in size to the karnor's entrance but is more dark and has higher ceilings. The first long hall (300ft) has up to 4 spawns on it, and a few broken rock piles. In this area you will have either Transient Patrollers or A Centi Dator that will spawn. If you were looking a the letter H the bottom left corner would the zone in hall.

First Junction:

The juncture on left is a good place to group , you can (after breaking spawns pull all the mobs that are static and wanderer's - Protector, Stone Golem thing, and Shade Reaver) set up camp effectively. CC is best but root parking can be used also.

Middle H Hall - More pops of Transients/Centi's are popped here. Basically there are two types of Centi's Black and Grey. Grey ones are harder and tend to be casters.

Right Junction is a slightly bigger room and we took the bottom right of the H (hall to the right). At the back of the hall( after you have cleared the Trans/Centi's) multiple wurms are moving around. We had a group of 6 with an extra cleric for healing and got owned big time, they summon. Recommend high lvl enchanter if going with one group but would take two groups for safety.

NOTE: Worms drop spells so they will be camped big time as the zone becomes more camped in the future:


Over the last 5 days I've camped almost all the time in this zone and have seen the following drop.

Centi Longsword (6) - 14/27 +8 STR, +8 STA
Centi Shortsword (12) - 12/25 +5 STR, +5 STA
Centi Warhammer (15) - 15/32 B-9 +5 STR, +5 STA, +2 WIS
Centi Warspear - 2HP (11) - 20/30 B-17 +5 STR, +5 STA (Note these can drop on mobs without showing on them)

Needless to say I'm in this zone until they nerf the drop tables. I've seen one hall have 4 mobs with weapons on them before.

Hope this helps, will post more as I explore.

With kind regards,

Level 57 Warrior - ECI
RE: Overview of Zone
# Feb 08 2002 at 4:39 AM Rating: Decent
Just a few added notes to this that may help others. As he mentioned 2 different types of Centis...grey and blackish. The grey are un-mezzable. At least from my grouping experience there. And as for the Mindworms. Well I haven't encountered one of these guys yet..we avoided them..I've "heard" from friends that they drain mana..at a very rapid rate. They DO summon even as you're running to the zone for your life. And the rock guys. Heh, a warlord friend of mine had an awesome group of 55 plus. Him, a 60 mage, 57ish cleric 58 paly and some others I can't recall, but anyhow they fought this thing for 12+ minutes before it finally fell. He knows because he used his discipline at the beginning of the fight and it came back before it was over. So needless to say these are tough ****'s that I'd love to have it out w/ later ;) There are hellaciously awesome drops in this zone that are no drop, but unfortunately it seems they almost all, if not in fact all drop off of Va Dyn. Hope some of this helps. Like Teda, I'll post more info as I come across it ;).

54th Disciple
Monarchy of the Dead
Lanys T`vly

Edited, Fri Feb 8 03:41:03 2002
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