Echo Caverns

Quick Facts

Type:
Indoor

Expansion:
Luclin

Instanced:
No

Keyed:
No

Level Range:
20 - 45

Send a correction
The Echo Caverns are twisting maze of tunnels beneath the surface of Luclin. They are filled with alien life and mined by Shadow Haven residents. The caverns connect to two of the more dangerous parts of the Luclin underground: Fungus Grove and the Deep.

The Echo Caverns are also home to a band of Haven Smugglers as well as a bizarre group of gnomes, whose area is referred to as the Kingdom of Above and Below.
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The LiftNeedlite InsectsBogling AliensMutantsTaskmaster Torkazh and Mining SlavesThe Kingdom's LoyalistsKings of Above and BelowThe Treacherous Path to Fungus GroveSmuggler GuildmastersHiding a Dark NecromancerThe DukeLeading the Haven Smugglers
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Post Comment
MISSING Achievement
# Jan 01 2020 at 5:32 PM Rating: Good
Scholar
33 posts
Missing Achievement:
Conqueror of The Echo Caverns
This achievement is gained upon defeating the following raids in Echo Caverns:
General Jared Blaystich
Upating info for July 2014
# Jul 22 2014 at 11:19 PM Rating: Decent

July 2014
Echo Caverns consists of two areas.

LOWER which is very near the zone into Shadowhaven from Plane of Knowledge and is behind a wall that you just walk through. Tends to be good from mid teens if your careful. Needlites are like giant Mosquitos that hit a lot but not very hard so any damade shield helps a lot. Then work up through Boglings. The walls have a plant like tentacle sticking out that can root and drain some HP. In the main Needlite cave you can sit in the front left safely and just clear the room for good experinece and some loot. If your using a mercenary then this area becomes much easier, a tank or healer would be great.

Breaking some of the areas can be challenging though.

HIGHER you get to this by moving in oposite direction m lower area when you zone into shadowhaven, and it is a tunnel of to the left that is reasonably clear - no secret enterances.

You get better experience here and tougher mobs. Umberhulks ( bugs ) , animated rockmonsters that drop enough coins to cover mercenary costs and fiends that are a bit of a pain but good experience.
Main problem is breaking the camps unless you are about level 45 in which case you can pull pretty easily no matter what. This is a zone for groups of mid 20 to solo at higher 30 combat. After 40 or so you can pull skeleton slaves that extend the zone and a ginat snake leader. Watchout if you get a thought horror pop as they are nasty and will charm and turn you on your friends. They do despawn after a while.
You can go easily to level 45 here allowing senior buffs to stick ( KEI etc) but unless oloing and churning through very quickly other zones are better. I went to Gulthank after level 45 with mercanery.

I got some coins, some vendor trash from mobs and some bits of defiant armour, mainly lower than than I needed but i guess the loot tables set for lower level groups rather than higher solo/molo.

Back in the lower are there is a hidden evil traing camp to the left as you zone in, click on the wall ( or U) and it moves across. I didnt hunt in here as didnt know about it. Some trainers MOBS are very very tough so be careful.

In higher is also a Gnome area you can hunt for higher expierience but again I know little of this.

I rarely saw anyone in these zones.. very few wandering mobs good steady exp and ok basic loot.
High side Leveling as a duo
# May 04 2006 at 10:55 PM Rating: Decent
For the past few nights I have been in the high side of Echo. I started out soloing lvl 51 ranger. I took on firelcaw and tril solo about died even with virtue. (4171 hps) tril stuns bigger than crap.

At any rate I teamed up with a 46 necro one night. He and I owned the zone. Started with the first 4 underbulks I would root on down the line and he dotted. As soon as i finished rooting I ran back to the first one which was about dead and killed the last three. Then we moved to the underbulks and feinds near the deep doing the same thing. Took down the tril and fireclaw. Then we moved to the middle cave and killed everything there.

Once all that is done go back to the first set you killed and start all over everything should pop as you kill the first four. Repeat till you get bored lol.
Reebo's Lessers
# Oct 04 2005 at 2:21 PM Rating: Decent
So, the plant is considered a trap? Do the Reebo spell work on it? I've never found a use for them, so I have no idea how they work.
after this zone
# Sep 05 2005 at 8:23 PM Rating: Decent
any idea where i should go after this zone?currently im lvl 38 and i plan on leaving around 40-45 any sugestions?
and if i should leaver sonner/later please tell

Edited, Mon Sep 5 21:36:25 2005
RE: after this zone
# Feb 20 2006 at 6:51 AM Rating: Decent
I would not leave the hard side intul 50 or 51, but thats just me. Much easier to get XP here.

Edited, Mon Feb 20 06:52:21 2006
Post on Mob Thread -Repspawn Rate
# Jun 21 2005 at 11:42 AM Rating: Decent
a mid jun 2005, post on the thread for The Great Shroom says timer is 2 hours and 45 minutes
respawn of shroom
# May 09 2004 at 10:25 PM Rating: Decent
anyone know at what rate the mushroom called the great saprophyte respawns? the room with four boggling cultist?



respawn of shroom
# May 01 2005 at 2:40 AM Rating: Decent
if i remember correctly once killed takes 2 hours to respawn
respawn of shroom
# Apr 22 2005 at 7:33 PM Rating: Decent
the spawn time is either 3 or 6 hrs mate sorry been a while since ive killed it
plant traps
# Jan 24 2004 at 1:05 PM Rating: Decent
The plant traps seem to vary from day to day... Yesterday I could stand right under the one by the needlite room and not get rooted, today if I go anywhere near it I get rooted, including running down the right side hugging the wall...
General Tatics?
# Jan 16 2004 at 2:04 PM Rating: Decent
As I remember, General drops an ornate sword that most 1hs melee drool over. The General is behind the secret wall to evil vendors cave. He is in the far back building with the caster trainers.

Heres how I remember takin him down:

1: Get 2 groups of 55+ with one tank must be min. 59 and Chanter 59+

2: Park both groups far back left wall outside aggro range of the Melee trainers. There will be an obvious niche where the groups put there back up against.

3: Have 59+ tank in full base 100+ spell MR. The caster trainers will try to root you once you tag General.

4: run from General and his 2 Ascounds back to the waiting groups. Keep him near the wall, not in it away from the trainer building. You cant kill Marshal and don't need extra Ascounds.

5: Have Chanter mez both Ascounds that came with Genreal. Doing nothing but keeping them mezzed.

6: Most important: 59+ tank must hold aggro the whole time. Let him beat on General for a couple min.s both everyone jumps in. Wait for Tank to call it. General has 50k+ Hp

7: Kill General, loot the no drop, finish off both Ascounds. With out Aggroing trainers in the build next to camp.



If I missed anything please add to it.
43 monk
# Aug 26 2003 at 6:33 AM Rating: Decent
Can a 43 monk solo this place? Advice would be appreciated
My pet and I rock this place
# May 14 2003 at 6:24 AM Rating: Default
46 posts
I just dinged lvl 30 and my pet and I rock the place (as long as i have KEI and AEGO). Whether I kill mutants or bogglings I always use Screaming Terror to pull with; as it allows me to erase aggro and kill one mob at a time. (They haven't aggro'd singly yet) I DOT the mobs and then DD them while my pet is tanking. The mutants resist my Shock of Poison everytime, but the bogglings take normal damage from it tho. The xp here is very nice.

I think if one doesn't have uber buffs a group would be necessary for at least three or four more levels as these guys can really wail on ya.

If anyone is on Veeshan server and looking for a group send me a tell.
44 beast
# Apr 11 2003 at 7:29 AM Rating: Decent
ok im a 44 beastlord....i love to solo, i need to know can i make good exp solo in here? whats camps? and what is the exp bonus of the zone???
thanks
Perfect for Small Group
# Mar 31 2003 at 10:25 AM Rating: Decent
Yesterday a small group of a L40 cleric, L38 bard and L38 paladin did the Fireclaw room near the zone to The Deep and when our cleric had KEI, we had almost non-stop action and very good experience.

Paladins and clerics are perfect here because of their Soothe/Pacify line of spells which allow them to pull single mobs. There are NO wandering monsters here so its very easy to set up camp near the entrance and pull to there without fear of adds. We only got adds once when a mob resisted the soothe and a quick fear sent him out of harms way. In about 6 hours of this, this only happened once and was easily dealt with.

Fireclaw and Trilcor can be tough but with FM on the cleric can be handled. We found that chain stuns cast by the cleric decreased the attack rate of both dramatically.

Later with the addition of a L43 paladin, we solo'd the TM room without a problem too. The TM room is made for paladins and clerics with all the undead there.
Exp Bonus?
# Feb 18 2003 at 7:16 PM Rating: Default
Is there an exp bonus in this zone? if so what is it? Also if anyone knows of a site with all the zone exp bonus's listed please tell me.
RE: Exp Bonus?
# Oct 14 2003 at 4:11 AM Rating: Decent
Go to the sister site of EQAtlas.com for the XP bonuses there. You'll have to look at each zone seperately but on the front page it'll tell you if there is a bonus and how much
solo boggles
# Jan 31 2003 at 11:25 AM Rating: Decent
you can solo boggles out of lily pad room (room on right before fungus grove zone.
snare and pull out of entrance if more then 1 comes run in to fungus zone turn around run back out, the boggle you snared will be alone on way back.
i have soloed these from 29-31 so far have not died yet with this method.

shadowgray 31 ranger
shadowgre 38 ranger
elevator
# Dec 31 2002 at 1:12 AM Rating: Decent
Before I commit my small Halfling body to this thing, I'd like to know what's waiting for me. Where does it take me and who's on the other end?
Also, just an aside, I notice no one has posted much about the EC level that leads from Short and Stout in Shadow Haven. Doesn't anything go on there? Doesn't it lead anywhere? I'm there right now myself and I'll find out some things on my own, but I'd love some more experienced players' input.
group
# Dec 18 2002 at 8:04 PM Rating: Default
would it be wise for me lvl.32 monk to try to group here ?
25-50?
# Nov 20 2002 at 6:32 PM Rating: Decent
someone tole me that u can lvl here form lvl 25 to lvl 50
RE: 25-50?
# Jan 05 2003 at 3:48 PM Rating: Decent
You can most certainly go there at 25, just stick to the "secret side", it is much easier. Depending on what class you are, you can solo the Needlites or get in a Bogling group. May be a little low for the mutants, some of them are pretty tough casters.
RE: 25-50?
# Dec 16 2002 at 9:39 AM Rating: Default
Nah...I wouldnt go there at 25. Maybe mid 30s is the lowest but youd need a grp...or to be powerlvled by a healer.

RE: 25-50?
# Mar 29 2003 at 9:20 AM Rating: Decent
I would definately go to Echo from the time you leave Palludal Caverns, around lvl 25 is perfect.

I've brought 3 characters up on bogling meat. My cleric (lvl 41) still visits frequently to group or partner either in the Deep zone or the TM room. She's been in Echo since lvl 23, tho didn't solo til mid-late 30's. With a good group who know their roles, you can camp the mutants, even if one of your group is low or mid 20's. Having a cleric there helps, who can lull the mobs for single pulling, and then heal. Main mutants to look out for are Crinthia - who casts and will root/dot, and Darian who you should kill first if possible because he will heal the others. Dack is a nasty one who casts too, but he is easier if you have someone who can stun or bash him each time he tries to casts.

Echo is definately 'doable' at lvl 25, and depending on your class some parts can even be solo'd

Just be aware that there are 2 seperate partss of this zone, the secret side that leads to Funus Grove and the main entrance through the halfling meeting place. Go to the secret side near the soulbinder from 25 up to mid 30's

Happy hunting
Finia, ranger of Brotherhood of the Lost
As long as everyone knows what everyone is doing there isn't a problem at all.
25-50??
# Nov 20 2002 at 6:31 PM Rating: Default
an overview
# Nov 20 2002 at 11:31 AM Rating: Excellent
Ok there are 3 parts to this zone - two accessable from the secret door next to the soulbinder, and the other through the meeting hall across the pool.

I've read below that some high lvl guy didnt like this zone...well I've got high lvl chars too and this zone isnt for them. Its for 35+ if in grp of 2 or more or 43+ solo. I defy you to find a better place for XP in the whole game at this lvl. Dawnshroud has too many adds and hard to find a grp for lower lvls. Using Echo I got my necro from 42 to 50 in 5 days.

I suppose Ill just tell you about the part of Echo across the pool from the soulbinder, this place rocks. There are 3 major camp areas - and respect them as a camp because since the spawn rate can be a little slow, a person needs to claim like 4 at a time.

Straight down the hall theres a 4 spawn area with 4 underbulks on the left. If you keep going theres a "deep zone" with (if untouched) 1 random mob as you come in the room, then 3 fungal fiends down low, 4 underbulks up top, with another random mob against the far wall. Some people call this the Fireclaw area because theres a big *** underbulk named ...fireclaw that is resists fire type attacks and cant be slowed. He can also spawn in another place but Ill get to that.
In this area there is also a named Fungal Fiend, Trilicor. Now I wouldnt reccommend anyone under 46 or 47 attempting to solo either of these.

If you take a right where the tunnel breaks...you will find the TaskMaster area. There are 6 spawns here and thats before you get to the TM's little room that has him plus at least 5 undead slaves. The stonegrabbers drop really nice plat...between 5 and 9pp each. Fireclaw and Trilicor can also spawn.

Once you clear the ones out in the room, it is possible (if you are 48+) to solo the TaskMaster..and single pull him. At least I did.

If you kill all the undead slaves, then the TaskMaster will be replaced by another big bad meanie that you DONT want to tackle unless you have 3 55+ers - so leave the one in the back alive.

I highly reccomend this place ... but it gets camped (on the Nameless) so come in the middle of the night ;) Oh and necros...the mining picks that the undead slaves have are great for your pets. Get them dual wielding and they kick even more azz.


Edited, Wed Nov 20 16:46:25 2002
#REDACTED, Posted: Aug 12 2002 at 7:27 AM, Rating: Sub-Default, (Expand Post) I heard that there is a way to exploit kill General Jared Blaystich, the guy that drops the Ornate Sword of the General. If anyone knows about it please reply.
Levels
# May 27 2002 at 12:28 PM Rating: Decent
Can a 24 Cleric, 24 Pally and a 26 Necro fight together in this zone safely? Or will we be wiped out in short order. Tired of HK.

Durglin
24th Cleric of Brell
RE: Levels
# Jun 12 2002 at 8:03 AM Rating: Decent
23 posts
I think if you were careful you could probably work the Mutants as they are close to the zone line, but watch for the named mobs. Some are really hard and undercon. As a Cleric I was particularly pleased to take out Crinthia, she drops a +4 wis ring :)
You would probably do better in Paludal til you are all up to 26. I came here at 26 got a good group easily and hit 27 in a night. I think I will probably be here til about lvl 35

Bereck Ymdroi
27th Cleric of Brell Serilis
Master Potter and Drinker

Edited, Wed Jun 12 08:58:04 2002
RE: Levels
# Dec 02 2002 at 6:58 PM Rating: Default
I can't believe a cleric would kill these poor unfortunate mutants. They used to be normal people before the decease struck them. I would be supprized if this doesn't come back to haunt you later in life.
RE: Levels
# Oct 15 2003 at 6:27 AM Rating: Decent
*
59 posts
Eh, my cleric is a dark elf. Since when do we care about your so-called "normal people?" Kill 'em all and let Innoruuk sort 'em out!
Another Happy Place
# Apr 07 2002 at 6:22 AM Rating: Decent
Echo Caverns is great for the casual player. Most classes can solo here just because of the low aggro range of most mobs. The respawn rate is fairly slow for level, so it is not well suited to long camps by large groups and the traps are hazards unless you hunt mutants or evil merchants or have a rogue or bard. There are guards to either fight or protect you if needed. The experience is very lovely, the loot is adequate.
Groups
# Mar 24 2002 at 9:38 PM Rating: Decent
You think anybody can find a group here lvls 32-39? Getting sick of sitting in Katta/Tenebrous/Twilight area praying for a group =)

Edited, Sun Mar 24 21:36:12 2002
Task Master
# Mar 18 2002 at 12:14 PM Rating: Decent
***
1,262 posts
Task Master is not a hard target for a group between 38 & 45. He is Undead.

I can get Liquid Silver (anti-undead) poisons to stick on him. Sometimes they are resisted but I never get "This poison can only be used against undead" message. Had a cleric in our group who tried undead warding spell on the TM. The cleric pulled so much aggro we almost lost him.

TM hits hard and fast, too. Its hard to pull without getting the undead slaves, also. So a mez is critical. The slaves seem to auto-aggro on any form of caster that tries to spell them.

TM sometimes drops Shissar Organs need for a Katta Castellum quest for a water breathing necklace.
RE: Task Master
# Jun 14 2002 at 12:47 PM Rating: Decent
Taksmaster also drops the Phosphorescent Whip .. 1hs - 7/24 with +2 disease dmg <which makes it 9/24> .. +5 sv disease and poison .. not a bad drop whatsoever ..
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