Rujarkian Hills

Quick Facts





Level Range:
20 - 125

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Rujarkian Hills expeditions are triggered by speaking with NPCs in the Commonlands Wayfarer's camp (in the tunnel that leads to North Ro).

Tavern tales have alluded to a lost tribe of orcs. Said to be the direct descendents of Rallos Zek's first creations, these savage creatures are more cunning than any orc you may have encountered. These same tales tell of a hidden fortress, teeming with the constant toil of slave labor. It's said that on still evenings near those hills, you can hear the sounds of mining and the rhythmic cadence of orcish drums. Conqueror or slave labor - which fate awaits you ?
Rujarkian OrcsBarracks of WarBlazing ForgeCreaking BridgeHarrowerGoblin SlaveCavern
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Missing Mobs
# Jan 12 2015 at 1:01 AM Rating: Excellent
1,738 posts
a Captive Coin brute: Level ~56, Faction: Spiritbound -1
a forlorn drudge: Level ~56, Faction: Rujarkian Slavers -1
a Spiritbound battlehealer: Level ~56, Spiritbound -1
a Spiritbound preserver: Level ~56, Faction: Spiritbound -1
a Spiritbound soldier: Level ~56, Faction: Spiritbound -1

Edited, Jan 12th 2015 2:32am by Oxgoad
# Jul 30 2005 at 9:49 AM Rating: Decent
How do you make a raid or join a raid cause to me it is to confusing.
snare early
# Jul 05 2004 at 2:09 PM Rating: Decent
58 posts
The adventures here, more than others I have been on, seem to have mobs that turn and run VERY early. Typically I wait a couple of seconds to cast ensnare so I don't get unwanted aggro. However, in this zone, that can get you in trouble. I've had mobs start to run at 38-48%, which can get you into add nightmare really quickly. If you have a good DPS group the mobs will be down into the above health range quite quickly, which leaves very little time to recast snare if it's resisted. Just an fyi.

56 druid
brell serilis
ldon raids
# Jun 07 2004 at 7:22 PM Rating: Decent
im looking for info on doing normal ldon raids how many ppl do u need what is max number of ppl , are u able to do normal and hard ldon raids with teh same ammonut of ppl even if they are all lvl 65 etc
# May 30 2004 at 1:49 PM Rating: Default
Me and some people in my guild tryed a ldon raid last nihgt...
it did not work to well
at first it was liek a regular 65 normal risk ldon.. just in the beginning. then we got to the a Goblin slaves - we got a single pull off but as soon as we engaged - the mob ran and we got a prompt that read : A goblin slave snikers and cacles as he runs to get mor eof his cohorts yelling RUN RUN FAST AS YOU CAN YOU WONT STOP ME! - we could not root nor snare and me playing the 65 chanter could not pull of any mezzes even after tashing it - plus shammy said he malaised i also we could not stop them form runign and getting more . it was add hell we were out numbered quite easily... it suked royally. we tryed multiple times but npthing seemed to work. somone had an idea that when you attempt to root them they run- we havtn tested this theory but if anyone could help it would be nice - ty.

O... and btw - the goblin slaves resisted Rapture.. and they are DB so they are prolly at least lvl 62 or so- anything would help. BTW so far only ones that see invis are the Rujarkian Avengers - con yellow to a 65 and they are huge - we have yet to engage any but we are going to try somthing soon.. i was thinking maybe it would be mezzable and we could bum sneek our way to the 3 assasination targets.

for some reason all you cna do for EC raid is assination i think. PLZ PLZ ANY REPLY WOULD HELP!
# Jul 06 2005 at 6:16 PM Rating: Decent
163 posts
How many people did you have for the raid?

last night i started a pick up ldon raid. we ended up with 18 people(3full groups) but upon trying to get the adv the message said so and so is too low for you to get adv. so we dropped the low guy and then had 17 players with an avg grp lvl of 64. everyone was 60+ but a 53 beast. with 17 people i tried for a normal adv and a red text message said your group is to experienced for a mission of this type, try selecting the appropriate risk lvl. after that i tried to do high risk raid and the red text came up again and said this mission is perfect for your group, try selecting the appropriate risk lvl. so im like WTF? so i basically my question is HOW MANY PLAYERS DO YOU NEED FOR A LDON RAID ???????
The Halls of War
# Mar 25 2004 at 10:35 AM Rating: Excellent
I did my third LDoN last night, and my first adventure into Rujarkian Hills. We entered the area known as The Halls of War. Our group consisted of the following:
25 Paladin (me)
28 Bard
26 Bezerker
22 Mage
24 Shaman
23 Warrior

I was the puller and assistant tank, so this will be written from that prospective.

First off a little advice: If anyone goes AFK make them tell your group, and if they don't never group with them again. I died in our last battle because the Shaman went AFK without telling us. (Wasn't the first time he'd done it.) The Dungeon we elected to do was set on hard difficulty and most mobs were white, yellow, and red to me. The experience was very good, and it was most certainly "hard".

Be prepared when you enter this zone. Some Orcs are either Clerics or Shamans. Some Goblins are Wizards. This combination is deadly as my group found out in the first room where the Shaman, the Bard, and myself all died (we all had temperance). Having someone who can stun them, or better yet mez them is almost mandatory if you don't want your healer going OOM.

Pulling in this zone is extremely tuff. I managed to break most rooms with Lull and was only resisted once. Most mobs are hard to see until you are actually within a room, and by actually looking into a room you may pull them -- they agro very easily.

I was able to breeze through MMC, and Tak on normal mode with no problem. We didn't even bother pulling we just walked into a room killed everything, and then kept going. I doubt it was because it was set on hard that we had so much trouble in Rujarkian Hills. It was the combination of not knowing what to expect, finding Healers and Wizards (more often than not together), and the inability to see how to break up mobs with Lull by looking into the room without getting agroed.

Next time I enter Rujarkian Hills I will be bringing an enchanter with me. We succeeded in our mission but the bard and I died twice in doing so. The Shaman went onto my ignore list as to not be included in future groups and he was denied any of the split because he was AFK for a good part of the dungeon without telling us. We were really down to the wire -- we had 5 minutes left to complete the dungeon when we succeeded.

The ideal group I'd like to run through here:
Paladin (myself)
Rogue (for scouting ahead and DPS)
Warrior (Main Tank)
Enchanter (Crowd control)
Cleric (Main Healer)
Druid or Shaman (back up healer and some other useful spells)

All in all Rujarkian Hills is a nice place to adventure if you don't mind a little bit of challenge. I highly recommend it.

Edited, Thu Mar 25 10:34:37 2004
Best Adv to do for points?
# Mar 15 2004 at 10:04 AM Rating: Decent
Hi, I've been doing LDoN's for only 2 weeks or so, but love them. Got me to pull my 26 Wiz out of retirement and now he's knocking on 34. Think he might become my main. Question though. Until now, I've only done Collects or Slaughters. Usually get 2 points for normal adv, 4 for hard. Do rescues or assinations get more points? Any benefit to taking them? Also when do I start getting more points for advs? My 43 Ranger gets 6 or 7 points for a normal adv.

Borton 33 Wiz
Smote 43 Rang
# Feb 05 2004 at 12:10 PM Rating: Good
285 posts
Managed to pull a couple wins with just a group consisting of:
18 Warrior
18 Cleric
18 Chanter

Both were collects (collect 29 and collect 30) and we finished with plenty of time to spare. Appraently as long as your group average level is high enough that you would receive the level 20 dungeon (i.e. 18 or higher), you can be as low as level 15 and participate in the adventure.

You can't cure stupid
# Jan 28 2004 at 10:34 AM Rating: Decent
AHHH! Be sure to go in with a group that knows their roles. Had a successful collect mission on normal last night with 53 ranger, 51 rogue, 55 pally, 58 cleric, 57 enchanger, and 52 druid. Wasn't that bad but the druid constantly kept running ahead because he didn't like the pace. He would end up just running into a room and get 5 aggro on him and wonder why we weren't doing our job. A constant frustration. When we pulled named he refused to help on the name as he wanted to solo it's pet. *was a necro named* his reason was because he could. A terrible group experience with him.
# Dec 20 2003 at 6:42 PM Rating: Good
Our small group undertook one of the basic Rescue Missions last night. We could not get the NPC to follow us. We cleared all the way to her as well as other mobs in the vicinity but she would not follow us.

1. Do you have to clear the entire zone to make the NPC follow you?
2. Is there a key phrase or trigger to get the NPC to follow?

Any help appreciated.
# Jun 25 2004 at 3:16 PM Rating: Decent
I completed a rescue mission in Rujarkian hills, group consisted of three rangers, lvls 34, 38 and 40, Have to have the group leader hail the NPC to be rescued, he followed me automatically after I hailed him. I walked out instead of running to make it easier for him to keep up. Once we got near the exit we got credit for comlpeting the mission, he thanked us and went his way, so you do not have to zone out. In fact I think zoning out before he says thanks will result in not completing the mission. That is just a hunch. One more note, we did not complete the mission in the alloted time, even got a message telling us mission had failed, we could still hear the guy calling for help and he was still on our tracker so we went and found him anyway. We each got 1 point for success at the end, so apperantly you can still get partial credit. This was my first attempt at an LDoN and we had a lot of fun doing it.

Edited, Fri Jun 25 16:17:25 2004
# Dec 28 2003 at 5:17 PM Rating: Decent
Thanks Nupren for your reply.

Since posting I have found that you must clear 60% of the mobs in zone to make the NPC follow you.

You don't need to zone out, just walk the NPC back to the zone line.

I don't know if we failed to meet this criteria or if the zone was bugged. So far we have 8 failed adventure attempts due to the server instability (it seems to wait till we have started our adventure and then decides it's time to crash! :o).


Edited, Sun Dec 28 17:19:28 2003
# Dec 22 2003 at 5:53 PM Rating: Decent
I've only done one rescue mission and it ended in a failure. All we did to make the NPC follow us was "Hail" her. The entire zone wasn't clean but we made a nice path to the room, I'd probably estimate the dungeon was 75% clean.

The reason we failed was because we couldn't zone out. Game crashed when we tried to exit. One of the lovely after effect of our most recent "patch."

Do you have to zone out to finish a rescue mission?
bad bad bad group
# Dec 18 2003 at 7:04 AM Rating: Default
ok, the other night i did this zone, and it was the most horrible loss ever! we had (starting out coz few dinged dunno who)
20 SK (me)
24 Druid
24 Druid (yes there was two)
26 SK (my friend and the only reason i didn't leave when i got sick)
26 Warrior (most cowardly person i've evermet in EQ... i pretended to be freaked out in Mistmore, but dangit i didnt stop fighting until i went LD)
well... like i just said our darn warrior was so scared of everything the other SK pulled, he wouldn't attack til the mob was at 80.. everything was RED and YELLOW to me, and i was attacking in front and taking alot of hits... i died when 5 were attacking me at one time (i had a TEMPERANCE).. well the other sk was really upset at the warrior, because the warrior kept flirting with me, instead of being constructive, and fighting... group failed, and all but one druid wiped when taking on the orc we were supposed to take out... other SK's mouse bugged, and that druid was running in circles for A LONG TIME before scaredy warrior and the other SK could take over, i left the group, due to illness... but we failed...
i hope this post isn't out of line..
~Llandra Icefyre
35 Shammay
MorellThule Server
Adv Stone NPCs
# Dec 09 2003 at 10:34 PM Rating: Decent
28 posts
Ruanya Windleaf - North Ro - Adventure Camp (2)
Farwein Windrun - South Ro - n2800 p500 (15 wins)
Ruanya Windleaf - North Ro - Adventure Camp (30 wins)
Nifel Faliwae - Greater Faydark - n1960 p2400 (50 wins)
Ruanya Windleaf - North Ro - Adventure Camp (End Charm)

Selphra Giztral - South Ro - Adventure Camp (2 wins)
Bealya Tanilsua - West Commonlands - n455 p2600 (15 wins)
Selphra Giztral - South Ro - Adventure Camp (30 wins)
Deblik Grumblok - Innothule Swamp - n1700 p1150 (50 wins)
Selphra Giztral - South Ro - Adventure Camp (End Charm)

*Mistmoore Crypts*
Vual Stoutest - Butcherblock - Adventure Camp (2 wins)
Henai Silentwalker - Dagnors Cauldron - n1660 n1230 (15 wins)
Vual Stoutest - Butcherblock - Adventure Camp (30 wins)
Elwinn Prelilaen - Lesser Faydark - p700 n580 (50 wins)
Vual Stoutest - Butcherblock - Adventure Camp (End Charm)

Barste Songweaver - East Commonlands Shady - Adventure Camp (2 wins)
Ginehl Wiquar - West Freeport - n606 p180 (pok book - 15 wins)
Barste Songweaver - East Commonlands Shady - Adventure Camp (30 wins)
Shumpi Wimahnn - Highpass Hold (....) - p185 n20 (near succor point / ek - dont remember wins .. 50 i think)
Barste Songweaver - East Commonlands Shady - Adventure Camp (End charm)

Teria Grinntti - Everfrost - Adventure Camp (2 wins)
Ubzial Iyeaql - Qeynos Hills - p3300 n500 (15 wins)
Teria Grinntti - Everfrost - Adventure Camp (30 wins- End Charm)

another source for LDoN maps
Ruj theme maxed
# Oct 30 2003 at 12:59 PM Rating: Decent
28 posts
Ruj theme maxes at 74 wins

LDoN gear search

LDoN map database

*lore spoiler*

Complete NPC Story text: Ruj theme
The Right Classes
# Oct 12 2003 at 3:19 PM Rating: Decent
There is no right group. First and foremost, you need people who know how to play. I can't count the number of complete idiots I've grouped with a week or so back. I went from 22-1 in MM to 24-8. Sometimes we had multiple people who didn't know how to play. Until LDON I had 2 people on my ignore list, because they ticked me off. It grew by 6 last week because I don't want to group with bad players.

That said, the right group? My fastest group was a Warrior, 2 Pallys, mage cleric chanter (all 65).

Assuming all can play there class, you can go in with all different combinations. Got super high DPS? Then you may get by with a shammy and no chanter. Can't find a Cleric? A good druid can do the healing. Just makesure you have a Pally or Necro on hand for rezzes.

#REDACTED, Posted: Sep 30 2003 at 5:12 AM, Rating: Sub-Default, (Expand Post) I am thinking about making an adventure guild on Xev and/or Xegony, I have alot of ideas for it, but I am looking for some people that can help me organize it. I am looking to start it in either Xev and/or Xegony servers. This probly wont be a guild of hardcore adventurer's so much but one of people that are good and trust worthy at it. I dont care if your in another guild, then you can have your alts in this one. I am also goin to have many allie guilds because of my friends from them. If someone if interested in helping me start one, or if you have one beilng built. Just send me an e-mail to and I will then tell you my name on which ever server and we will get together in there and talk :) Well, I am hoping to get much support in this, also just e-mail me if you have suggestions or you just want to join or something :P Hopefully I will get this goin with in the next couple months. I can probly get some support from some beta friends that are grom Grey Counil (on Xev, 1st guild eveR, or so I am told) Well, talk to all of you soon hopefully! :)
#REDACTED, Posted: Sep 29 2003 at 5:01 PM, Rating: Sub-Default, (Expand Post) I don't know if there really is a right combination for these dungeons, I think it comes down more to how well you can work together, teamwork makes up a lot in these dungeons. Since the first few groups I have been in when I first got the expansion I have not failed a single adventure, often we are able to finish with anywhere from 30-50 minutes to spare. On time we had and assassination mission and we finished with 55 mins left on the timer, we got lucky on that one and happened to go the right way right from the start, ended up having the boss mob spawn right in front of us as we hit 60% mob cleared ratio. The one thing I think may make a difference in our case is that there is a high pet class ratio as we always have at least a NEC, MAG, and SHM in the group and often will only add 2 Tanks and a healer/chanter if possible. Our groups have ranged from 34-40 level on most adventures as well.
# Sep 29 2003 at 5:05 PM Rating: Default
I don't know if there really is a right combination for these dungeons, I think it comes down more to how well you can work together, teamwork makes up a lot in these dungeons. Since the first few groups I have been in when I first got the expansion I have not failed a single adventure, often we are able to finish with anywhere from 30-50 minutes to spare. One time we had an assassination mission and we finished with 55 mins left on the timer, we got lucky on that one and happened to go the right way right from the start and ended up having the boss mob spawn right in front of us as we hit 60% mob cleared ratio. The one thing I think may make a difference in our case is that there is a high pet class ratio as we always have at least a NEC, MAG, and SHM in the group and often will only add 2 Tanks and a healer/chanter if possible. Our groups have ranged from 34-40 level on most adventures as well.

#REDACTED, Posted: Sep 29 2003 at 5:06 PM, Rating: Sub-Default, (Expand Post) Ugh don't know how to edit on these boards
Warn for chests
# Sep 29 2003 at 1:24 PM Rating: Good
517 posts
Just a tell of my adventure the other day. We started out with group of (38 druid, 37 druid, 41 rogue, 40 mage, bard, and monk) and did pretty good. I (38 druid) was MH and could keep up with heals just fine so long as bard played mana song any time we stopped (and we didnt pull more than two mobs). Bard ran CC and we were fine till mob gated and brought back friends :). Bard died twice from over pulls and I died once but we still succed in the mission (slaughter) and I got 5 adv. points (only 25 more for Spirit of Shrew hehe). Right after we won though I was medding to finish off the mobs for xp and drops when I am hit for 322 dd. Even after a greater heal I died before I could mem cure poison from a poison based DoT. The bard opened a chest without disarming and released the zone wide DD and DoT (I was far away from bard so I assume it was zone wide) but it was ok we just told him to warn next time hehe. I dont know if this was a fluke or if its just the way it is but I didnt loose nearly as much XP from trap death as I had from gettin killed earlier. So moral of story warn everyone before opening chest please (but open them even still cause sometimes there is good stuff in em ;)
Nail Runners or Die
# Sep 29 2003 at 9:35 AM Rating: Decent
The orcs run and they run fast. We had two wipes or near wipes when we couldn't nail runners. My pet was chasing them both times, but this was not Pet Train Syndrom..Even if Pet Back Off had worked, the orcs would have kept running to their buddies.

Mystyre Malkaw`Esh
Mage of 48 Summonings
Bunnies of Chaos
Solusek Ro
#REDACTED, Posted: Sep 26 2003 at 4:10 AM, Rating: Sub-Default, (Expand Post) Who ever said ench is not needed is a DAMN FOOL! Cause of every group I was in needed an ench for its breeze and mezz for the least.
# Sep 28 2003 at 11:39 AM Rating: Decent
93 posts
I dunno about the enchanter.

For a low 30 group we had an SK a ranger a bard (ok ok bards are kinda the same thing as chanters.) a monk a druid and Me (rogue).

We had no problem at all with the assasination or rescue missions we went on.

I am sure that if we had another ranger instead of the bard we would have done just as well. One sure method of crowd controll is to drop the mobs before they can do any real harm.

We were all twinked suffciently that our druid with 147 wisdom had no problem keeping up with the healing duties, and at the end was in there hitting the mobs with the rest of us. We had three fungis in the group. :)

EDIT: I guess the point is, don't be afraid to go in without a chanter. At least for the midlevel dungeons I do not think they are strictly necessary. Just have a descent healer and good DPS and you will be fine.

Edited, Sun Sep 28 12:39:40 2003
Flyhalfer Wingfoot
Melee Druid of Karana
# Oct 12 2003 at 2:03 PM Rating: Decent
4,520 posts
You probably wont need a chanter in most cases but you need SOME source of crowd control in rujarkan, it seems to be big on overpulls. The orcs seem to agro far and wide as you pull so as long as you have some way to manage it you should be good. If not you probably have a wipe on your hands. Remember it has many large rooms with mobs behind boxes or rocks and they agro somewhat far. Yet again it comes down to how well you can pull/play your class. You definatly can't run in here it will just bring death closer.
# Sep 29 2003 at 5:50 PM Rating: Default
For most groups with average equipment for their level, a good crowd control strategy is essential. I'm not saying that a chanter is the only way to crowd control, but you have to take crowd control into consideration.

If, however, every member of your group is uber twinked, then of course it's gonna be easy.

A chanter - some server
# Sep 29 2003 at 7:48 PM Rating: Excellent
3,705 posts
Chanter is very good for crowd control, but not essential, particularly in the mid level dungeons. Im pally has levelled for 33-37 in LDoN exclusively, and I have been in several groups without chanters.

First the obvious one : bards. Can mezz, although not as many mobs, and its tricky, but it can be done.

Second, since my pally is usually puller, I find that pacifying the mobs with calm significantly reduces adds, and make sure that if we are without mezzer, I and any others with root, have the spell up. I pulled 4 once, on a resisted pacify attempt, and easily spread them out and parked 3 using root.

Note, i also have done lvl 60 dungeons with my cleric, and Wake of tranquility (aoe pacify) is fantastic for keeping multipulls to a minimum when mezzer is not available. Again, root parking works on some mobs, and offtanking takes care of the caster adds.
# Sep 29 2003 at 7:47 PM Rating: Good
3,705 posts
Multipost, deleted one of them. Should add that all of the chanterless 30s dungeons were wins, however, some of the 60 dungeons were not completed in time. Lack of chanter might have contributed.

Edited, Mon Sep 29 20:47:48 2003
9-25-03 adventure, assassination
# Sep 26 2003 at 3:54 AM Rating: Default
I was back in EC doing my third mission there. It was an assassination(easiest if you have 2 tanks and a good claric and ench). We had ench(me), claric, SK, Necro, Mage, and a Rog that couldnt be there for the whole adventure till the very end. He had to log and reinstal LDoN for some reason. So we survived with 2 pets and SK being our tanks, which was perfectly good for goin against normal mobs. So we whiped all mobs on the way to the boss, it was preaty damn easy, didnt have any problems really. The Rog got in right before we got into the room before the Boss, so I gave him instrctions to where we were and once we were done witht the room, he arrived. We welcomed him back and were lucky he was there cause my group medded a lil bit before goin after the boss, our claric was at 55% mana and so they thought there was just the boss in that room, so they tried to pull him, but learn that there was 3-4 others. So the ench mezzed 2 of them, and kept an eye on them cause they were attacking claric. The 1 that wasnt mezzed that wasnt the boss was a push over like all the rest, but the boss reasisted the the ench debuffs at least. So the boss took a lil more to kill and then the other 2 were killer with extream ease, and once all were killed. The claric said he was OOM. I just laughed cause someone would have died if he ran out any sooner probly. So once it was done, I wanted to stay in and see how good a rog is at traps and chest in dungeon but I had to log, so I gated out. Once I was out, my group wanted to get out too al of a sudden. With me the only one having a map (which helped us so much). I had to remember it by memory and guid them out. This is probly druids best part in the dungeons, they can just port everyone out with ease. So once I told them how to get out. I loged and am looking forward to doing it again. I am always willing to group with new people. I cant wait till i get my spells for traps and able to use them. In all, I was lucky enough to get another awsom group and now I am 2-1 on the adventures.
#REDACTED, Posted: Sep 26 2003 at 3:22 AM, Rating: Sub-Default, (Expand Post) My group consisted of 1ench(me), 1claric, 1necro, and 1BL, 1Shammy, and i believe the last one was a Warrior, if I am wrong about the Warrior or BL, then I am sry, I am not 100% about those. But any ways, we did an adventure where we had to get items. This type is probly one of the hardest cause you have to rush through most every time, no time for resting for a long period of time. When we first got in, seemed like we were doing a really good job. Our tanks killed, our ench mezzed and debuffed, our Shammy debuffed and slowed, our claric healed (at 1st). We were making good progress until our claric was being attacked, no one relized cause we were all focusing on the ones we knew about. We didnt know to help him cause he never said a thing till he was at 20 life and started running so i couldnt mez or root! So he died. Once he came back, we knew we were behind. So he Rezzed him self. Most missions, it would be fine. But once your running out of time, you need to hurry. So he was with no mana and low life. So it took about 5-10 mins to wait for him. This was so crucial. We went on once he was fine and all he wanted to do was soothe and nuke. We told him no cause the ench can mez fast and do it over and over and for the claric to save his mana. The claric also said he couldnt buff cause it kept fizzing which doesnt make sense cause isnt smoothe and buffs the same casting class? Well, we wouldnt let him smoothe or nuke so he just wouldnt heal us. Our shammy was the only one left to healing. We decided to just disband him since he was doing nothing at all. We fell just short of the mission, about 10 mins worth. We just stayed in the dungeon and no one else died while getting exp. The ench dinged, and we recieved about 75 plat in all. It was my first lost and I am sad because of that but i dont know what a loss means, just wanted to be 100%. I wont say his name because maybe he will learn better. Maybe I will post it later, we'll see. But I told someone that was LFM about the claric to warn them, and they told me that they know about him, they grouped with them before and he went through the same thing with him. And I am looking forward to grouping with you guys soon again.
RE: get items quest
# Sep 26 2003 at 10:11 AM Rating: Decent
Ive had similar experiences with pickup players in LDoN. Lets face it, if your healer or mezzer bolts or goes batty on you during an adventure you will fail. My advice is to know your healer and mezzer, they are your groups saftey net. I have never failed when the healer was a cleric friend of mine or when the mezzer was bard friend.
RE: get items quest
# Oct 12 2003 at 2:05 PM Rating: Default
4,520 posts
Guilds=their what's for LDoN(or at least a good buddy)
RE: get items quest
# Dec 18 2003 at 8:29 AM Rating: Decent
ldon is great to make new buddies, yes pickupgroups can be risky i've had my share of fails for sure. But also met great ppl, being a 44 bard combined with 3 chars 50/51 and some high 40's ain't easy. mezzes charms and calms failed. (painfull if you don't have cleric/pally/chanter. Most of my slows failed most of the time, and the only thing not resisted were the groupbuffs, haste/mana/heal/dex songs. Offered to leave so they could get somebody else more helpfull for crowdcontrol but they declined saying that i reduced downtime enough to make it worthwhile to have me afterall. Now i'm working like hell on this toon to get closer to them to be a better contributor. Ended up on several friendlists, so pickup groups can be great for exp and making friends (if you are willing to take the risk to run into clueless people)
LDON Basics
# Sep 18 2003 at 10:17 AM Rating: Decent
Hi! I need some help with the basics. I was playing an alt last night, and really wanted to start on the LDON adventures. I heard the "voices" saying to contact this guy in East Freeport. So I did. He wouldn't even respond to a hail. I tried to talk to the Bard in the EC tunnel to get my stone, but no luck either. I petiotioned, but no reply. Freeport is the hometown of that character, so what am I doing wrong? I can still go on the adventures, but with no stone to transport me, I feel like a dunce. If anyone could give me some ideas I would appreciate it. Thanks

Edited, Fri Sep 19 20:16:27 2003
RE: LDON Basics
# Sep 18 2003 at 2:09 PM Rating: Excellent
2,268 posts
Ok, here's something that MAY help you. I can't promise, though. =P Since your cue guy in EFreeport doesn't respond to you, first try it again after you log back on. Perhaps it was just a random glich?

If that doesn't work, try going to one of the "neutral" places to talk to someone. The first one is located in the Rathe Mountain Gypse Camp (Number 16 on EQAtlas map. Take Oggok stone, go west, and after zone into RM, take a right, then follow the zone on the left side of your screen. You should run into it, but I suggest looking at the map, instead of just taking my word for it.)

The second one is in the NE corner of Western Karana (I'm guessing somewhere around 1 on the EQAtlas map.) You should get a message about which NPC to talk to when you get into the said zone (just like you did in Freeport.)

Also, here are the answers that you will need once you talk to your person:

1: adventures
2: favor journal
3: Morden Rasp
4: Farstones

I have been told that you can just say "farstones" but am unsure, as I answered every question.

Anyway, good luck getting your stone. If none of this works, then petition but wait online (yes, I know, with a dialup, if you have one, it can be hard) for a reply. Don't log until you get one.
Answers for traps
# Sep 17 2003 at 4:55 PM Rating: Decent
The chests and coffers you will come by during your mission are best left alone till the end. One wrong move here with a greedy member will be the demise of the whole group and failure of the mission for sure. I have done many of these now. Heres some helpful HINTS> (1.) After completing a mission you will have 30 min more to explore a zone before is collapses. This is the time you either decide to go for the end boss or named or locate chests. For chests, first everyone load up all your resist gear and resits buffs. Second. the Wizard is you key here not the Rouge. There is a new line of wizzie spells specifically for detecting, disarming and destroying trapped chests. They cost 25 adventure points from an adventure merchant.They do work and are worth the effort.They are wizard only spells too further adding to the benefit of including a Wiz in the party as often as possible. (2.) Yes agreed with all others mentioned BUFF FULL 1st then enter. I have completed successfully several of the kill a numbered of mobs or collect the weapons type missions. They all beging alloting aprox 1.5 min per kill or item collection consistantly as an average. As the group progresses by pulling fast in the beginning you will improve the average. My best made it up to allow for 3 min per kill/item. This is needed for 2 main reasons. 1 most of these only allow you to finish at best with 15 min to spare so getting ahead will give greatly need full med up time in the final quater of the mission. So many times people just want to mosh through get too hasty over pull near the end (greed again) and wipe out the whole group and ruin the mission and waste all that time too when they were only like 2-6 more to go. really sad and frustrating. So keep re-figureing your time and take the needed med time when you get ahead. it will pay off huge in the end. (3.) ok last thing, be sure all member of your group have the ned time to complete the mission in RL. If you get a 6 person group and 1/2 way through 2 bail on you, your screwed. the dungeon was calculated for 6 with your levels all averaged or something like that so the now its 4 people to do the same dungeon. i have done it but it was really hard we died a few times and didnt win the mission in time. However we did complete it later and got the bobie prize. so not a total loss also the chests left a good drop or two so we faired well in the end but still would have like to complete the mission. OK hope this windy tid bit helps somebody. Have nice day :)
55 Baroness Wiz Rallos Zek
RE: Answers for traps
# Sep 23 2003 at 2:54 AM Rating: Decent
while i did cast a spell on the chest just to see what kind of trap it was and it daid you accidently sent off the trap. i was sad and group wiped. and it was the highest point one.
RE: Answers for traps
# Sep 17 2003 at 5:46 PM Rating: Good
3,705 posts
While it is true that there is a wizard only line of spells for disarming traps, there is also a set of enchanter, mage and necro spells with the exact same effect, just a different name. Also, priest classes get spells to detect and disarm cursed items.

In addition, rogues and bards seem to be able to disarm these traps with some decent level of success, although half our group got wiped when the bard just INSPECTED for traps, on an item called "a dark coffin" in mistmoore.
RE: Answers for traps
# Sep 18 2003 at 2:32 PM Rating: Good
3,128 posts
There are two differnet types of containers, one will be "padlocked" and trapped in a mechanical way, the other will be magically sealed with "runes written in blood" and a magic trap. Use Inspect skill button to determine which. Rogues skills are for the first, caster spells for the second. Also the lower level caster spells sold for adventure points will not work on lvl 55+ magic runes and magic traps. You will need more adventure pts saved to get those higher level spells.

Aslo do not load up on resist etc for everyone, only for disarmer, whether rogue or caster, and everyone else leave, not to next room but far away. I recommend 5 rooms, seems to have been safe each time I did it, but to zone out room is best, and you can even zone out if you are paranoid, you can always get back in if there is a no drop in the chest.

PS If you do not succeed in opening the chest etc, on first try then wait 1/2 min to a min before trying again, the traps sometimes have a delay and there nothing worse than having it go off three times in a row because you tried to disarm or picklock three times before first trap effect felt.
some strategdy
# Sep 17 2003 at 3:15 AM Rating: Decent
Let me say i have been on several failed missions since the exp came out and I have gotten some words of common sense first DO NOT ENTER the zone ubtil everyone is buffed up and FULL mana That way you dont have as much down time.Try to get some mana regen buff up that will help with heals and other spells.Make sure you have some one who can do CC in ANY form (MEZ PACIFY etc)Try to get pacify on mobs BEFORE you fully engage them (If there are 4 mobs in the room pacify them all then startpulling) you need a rooter in most of zonesas when they get low on hp they will run and bring bad trains.Try not to waste mana use your mana management wisely and sit down as often as you can med breaks will slow you down PLEASE most importantly USE COMMON SENSE If soome one dies and rhey are not ready you are just asking for another death listen to everyone
# Sep 16 2003 at 7:17 AM Rating: Decent
Anyone know where you can download the maps to these dungeons and beable to use them in game?
RE: map
# Sep 16 2003 at 1:37 PM Rating: Decent
eq-toolboxes has the maps that can be used with loy tool .. they not all complete but pretty decent
RE: map
# Sep 16 2003 at 1:43 PM Rating: Excellent
grr .. sorry bout the double post .. can also download the zip file at this url
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