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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Warrning:
# Jan 12 2002 at 1:57 PM Rating: Decent
Stay away from the plants on the wall, they are a trap. Trap is root and dot, and it recasts fast.
RE: Warrning:
# Feb 20 2003 at 1:46 PM Rating: Decent
Yes I ran into those a long time ago, fortunately I was able to gate out. Was unnerving not being able to move and watch my HP draining away. Do they still exist. I went back to the same spot a while back and there wasn't a plant. I didn't go exploring, though, other than where I saw the one plant.
RE: Warrning:
# Mar 29 2003 at 9:35 AM Rating: Decent
Yep they still exist unfortunately.
I've heard that they can be disarmed but have never seen it done.
THey can see through invis and they will get you even if you have sow. They also tend to aggro more frequently if they have trapped you once. Not sure if this is coincidental, but i found that if i had been rooted once, i was always rooted several more times, and as far in as the needlites room, and about half way into the boglings room where the shrooms spawn, so the range can be quite long. I have tried to zone in and out to see if that clears the aggro but am undecided as to whether it does or not)

Just one observation tho, I have never been trapped and rooted by these plants with my mage, and most frequently get trapped by my ranger. What's the diference in these two chars? My guess is it has something to do with the extra 25-30 magic resist my mage has over my ranger Certainly, whenever my ranger has had endure magic cast on her she doesn't cop for the the bloodsuckers quite as often.....

Finia, Ranger of the Brotherhood of the Lost
RE: Warrning:
# May 20 2003 at 9:11 PM Rating: Decent
I've noticed the same thing. Once they get you once, they try to get you every time you go by one. Once this starts happening I just zone and it seems to reset it. Not sure how they get to notice you in the first place, I think maybe if you are going by one and brush against it, then they get a taste of you. Also, they do indeed have a very long range. The one at the entrance to the Needlite room has gotten me all the way in the back of the room. I too had more trouble with my Ranger when he was doing that side of Echo, and much less trouble with my Warrior and Shaman. Could just be the amount of time spent in zone, or the way you are hunting hard to say.
Luclin Necro Spells are Sold Here
# Jan 01 2002 at 5:07 PM Rating: Decent
There new luclin necro spells are sold by one of the merchants in the tents outside of the big building. He is in one of the few tents that has two merchants in it (I forget which one but there are not that many).
Those tentacle things
# Dec 26 2001 at 10:09 PM Rating: Excellent
As it turns out, those blood-sucking tentacle things on the way to Fungus Grove are traps. My level 34 bard and her 34 rogue companion went to FG and back without a problem - he disarmed the trap-tentacles as we went through.


Harmonae Brooksong, Bard of 34th Song
Lyri Prayerblade, Paladin of 39th Circle
Tunare, Aegis Wolves

RE: Those tentacle things
# Feb 27 2002 at 5:49 AM Rating: Default


Edited, Wed Feb 27 05:52:34 2002
RE: Those tentacle things
# Dec 27 2001 at 2:28 AM Rating: Good
Woo, good to know.
RE: Those tentacle things
# Dec 27 2001 at 2:28 AM Rating: Good
Woo, good to know.
Echo/FG
# Dec 23 2001 at 11:32 AM Rating: Good
Don't much care for this zone, but certainly it's a necessary travel in getting to FG from Shadow Haven. I'm opposed to mobs that can do damage to you, yet are non-targetable, as are the worm-tentacle things. They killed my invisible enchanter many times, to the point that I /petitioned. No, you cannot target them. No, your pet will not aggro on them. They do not exist. They are merely a trap there to kill you. When doing the peaceful faction-raising quests of Shadow Haven, these are a major pain in the side to anyone under level 40 or so. The best defense is a high magic resistance, but invisibility doesn't fool them, and SoW will only work if they (luckily) don't see you running through. Five out of ten travels through this place resulted in being rooted and dotted to death or nearly to death with barely a chance of escape (on occasion it broke and I somehow got away). I couldn't even gate, as the spell kept being interrupted. I suggested to the GM that this was bug-like in that no hope for escape or defense was terribly unfair. And I'm not even a whiner. Suffice it to say, you'll see a lot of corpses on the path from Shadow Haven to FG.

Fungus is a nice place if you can get to it safely. There are actually drops here, in the form of high-level Luclin spells. They seem to drop with frequency. In addition, Thar, in the settlement just as you zone into FG from Echo, is the guy you do the delivery quest with for faction adjustment of Shadow Haven. So there are reasons to get to FG from Shadow, to be sure. Just prepare to encounter root/dot traps.

So far my 52 ranger, 39 chanter and 9 bard have explored almost every zone in Luclin, sometimes in raid-size groupings of 20 or more, sometimes in powerful single groups, sometimes solo, and in reaching various depths of various dungeons, in the entire time Luclin has been out, I've maybe seen one or two drops TOTAL, anywhere - this makes the risk/reward system a bit tilted toward risk at this point. The other thing I've noticed about Luclin is that the mobs here seem to have fewer hit points, but hit a LOT harder.

There are exceptionally fun zones - Grieg's End comes to mind immediately, and a FEW other zones with hopes for a nice drop or two (like Maiden's Eye and it's adjoining castle zone, the name of which I can't recall offhand) - but at this moment the moon seems like a place to go if you want to do a lot of questing (almost everything that does drop is a meaningless item unless you're on a specific quest), or just treat yourself to some great eye candy as you level up.

Edited, Sun Dec 23 11:39:00 2001
RE: Echo/FG
# Dec 18 2002 at 8:47 AM Rating: Decent
I have made the trip from Shadow Haven to Fungus Grove approximately 3 dozen times. I have NEVER been hit by these tentacled traps. My wife was hit by one ONCE, and that was because a mob knocked her back into it.

The simple solution, barring a talented trap disarmer/disabler is to simply steer clear of them.

Believe me, it works. I think I have only run into one place where it didn't look like you could squeeze by if you hugged the wall furthest from them.

And for anyone who thinks it's unfair that only rogues and bards can disable them... Remember, most classes don't have Safe Fall, and pits are the most basic of traps.
RE: Echo/FG
# Jun 17 2002 at 2:17 AM Rating: Decent
these tentacle are not mob, they are trap... deadly trap that is.... they are made to be disarmed by a rogue or a bard, not killed.... and if you think that s not fair for other class... you ll learn there s way nastier way to die....
ex: it s a sham of being recalled by a mob as a tank... i just been killed by a bunch of light blue in hollowshade moor, cause mob were constantly call me back to them... no way to escape without tp or gate..there s no resist or interupt on recall.. that s not a spell, they just make you spawn on them.
RE: Echo/FG
# Jan 02 2002 at 10:48 PM Rating: Decent
Ok.. Those Tentacle things can be avoided. I am a 14th lv Ranger, and I don't know whether sneak worked or just navigating to keep them as far away as possible did the trick, but I just ran to Fungus Grove and back.

Bile of Underhulk
# Dec 21 2001 at 3:47 AM Rating: Good
Okay guys I have picked up this No rent item many times. The Vendors say they will buy it for a good 7 to 9 pp, but it is no rent so they will not buy it. Who do you give this stuff too or can you even give it to anyone?
Beware the Tentacle Plants
# Dec 12 2001 at 3:55 AM Rating: Decent
I agree with Krunkett that this zone will be overrun soon, mostly because it is so small, and a main traffic path to Fungus Grove.

But is it just me or does everything on Luclin undercon and/or hit hard? All the mobs I encountered here were either green, cyan or blue, and there is NO WAY you can solo a blue bogling at lvl 32. Not only do they usually come in pairs, or with shroom friends, but it took a 35 SK and 32 Pally to fight them off and even then just barely.

And don't forget about the Tentacle Plants. If you linger too long around one of these gems, it will root you and suck your blood. If this isn't bad enough you can't even target or con them! It's as if they don't exist, at least until they start draining your life at a very rapid pace. Unless you can break the root, which is difficult, or have someone to heal you, be VERY careful around them. In fact, as a rule, don't go past them alone unless you are well above lvl 35.

Boglings dropped a couple of average Lore spears, and a decent Bogling Mallet, that has a weight of ZERO.

Staunton Chessman
32nd Pally of Brell
Seventh Hammer
-Dawn of Enlightenment-
RE: Beware the Tentacle Plants
# Dec 12 2002 at 3:15 AM Rating: Decent
Tentacle traps are avoidable - experimented and their armlength range is not too bad. Saw a level 20 rogue disarm them- the disarm last about ten minutes. You can thread your way past them without the disarm. I have soloed the Bogling Scouts since 28th level and they can be killed without aggroing the other scouts. Scouts are Dark Blue till 32nd and then begin to see occasional green and lt. blues. Treasure is no coin- lore spears and mallet appear 20 percent of the time- Value 5.4 PP in my home town, 4.6pp in SH. If you get mobbed- root or snare one and take rest to guard on other side of doors- the guards will break the aggro on you and you can go kill the single Bogling that you glued to the ground. Once you kill the Scouts you have ten minutes to Hide, rest, heal, bring up your Mana and/or run to SH to sell the lore weapons. Then you start all over again. Boglins do 2-30 points of Damage, they bashstun and occasionally do 50 points of damage
NOTE to Rangers: set up your buff spells and leave the outdoor stuff alone- use Hide.

Raive Reviews
Ranger of Tunare, 32 Seasons
Nameless
RE: Beware the Tentacle Plants
# Nov 29 2002 at 9:35 AM Rating: Decent
**
435 posts
"there is NO WAY you can solo a blue bogling at lvl 32. Not only do they usually come in pairs, or with shroom friends, but it took a 35 SK and 32 Pally to fight them off and even then just barely."

Certainly a good idea to bring a group if you're a melee class, but my Necro can solo two bogling warriors simultaneously at 34: root-dot one, chain-nuke the second, then let the pet finish the first when root breaks and the second is dead. Not how I like to play, and leaves me out of mana with the pet on low HPs, but it gets the job done if I can't single-pull.
RE: Beware the Tentacle Plants
# Mar 29 2003 at 8:56 AM Rating: Decent
You can solo blue boglings at 32, depending what class you are. I've soloed the boglings on the ledge and the single one, without aggroing anything else at lvl 29 (ranger)

The way to do it is this (as a ranger) Walk or sneak up to the bogling that stands alone kick or bash then run back out of sight of the other boglings. It can be taken to the passageway or even pulled to the needlites room.
Once you've seen off that beauty return to the ledge boglings. Again walk up to the first bogling, and bash or kick and run back. If the other guy comes too, then root him and concentrate on the first one. Same for the other two boglings in front of the shrooms, tho i have experimented with roting one and then concentrating on the one that aggros. If you pull them far enough away, there is plenty of time to prepare when you get the messsage that root has worn off. It can be done, tho it is hard. It's easier with paladin class who can lull. I haven't had a go at the shrooms, tho. I'm not quite that suicidal ;)

I soloed the first four boglings near the metal gate at around lvl 24 with this method. It's hard and a couple of times i had to run to the guards, but it certainly can be done, as long as the boglings are snared/rooted to avoid them going near their mates, and you don't pull with arrows or spells. Just need to rest in between the mobs to regain mana/hit points - but, hey, isn't that what the big rock in the middle of the room is for))

Finia, Ranger of the Brotherhood of the Lost
RE: Beware the Tentacle Plants
# Dec 19 2001 at 9:17 PM Rating: Excellent
The tentacles can be avoided pretty easily. Camo or invis helps by decreasing the agro radius and so does sneaking. Also I've noticed that if you take a straight path down the left side of the connecting corridor once in the back cavern where they are every where you can pick your path by going from one growth of the toadstools to another to avoid the tentacles.

Drops In this Zone
# Dec 11 2001 at 3:05 PM Rating: Good
I killed the Taskmaster, a cool looking Viper/man. He was blue to 55, so Im guessing he was mid to high 40's. Approxamately 3000 HP's with a resistance to fire (I never hit him with full damage using Scoraie - 688 damage was hitting for 130). He can be rooted and snared quite easily. He hits for 100 (w/ 748 AC). His drops included a Phorphorscent Tentacle and a no drop/non wearable mask (that looks like a bone mask, ill post the name later, I temporarily forgot) The Phosphorscent Tentacle was Lore: 24 delay 7 damage, Disease Damage: 2, +5 SvPoi/+5 SvDis. I killed him twice, and he dropped the same two items each time, his respawn rate is about 30 minutes to an hour. To get to him, you have to enter Echo Caverns through the non-hidden entrance in the Short and Stout Quarter of Shadowhaven. Happy Twinking....er hunting
RE: Drops In this Zone
# Jan 02 2002 at 8:54 AM Rating: Good
The mask in question is a Cracked Shissar Revenant Skull. Looks like a sheer bone mask, but is only a skull.

This guys common drop is an Orb of Echo Ore. It's a ranged slot only 20hp 20mana crystal. It is LORE.

When you pull the Taskmaster, expect a Undead slave add... Undead slaves are tough, but both slave and Taskmaster are blue to a 47. Undead slaves drop a troop 387 mining pick, which are LORE as well. They sell for 5pp in Shadowhaven or you may sell to the gnomes in Echo caverns for 6pp and change. Just pull a slave or 2, loot, sell up the hall and come back and repeat... nottoo shabby at 6pp per slave.
RE: Drops In this Zone
# Dec 28 2001 at 3:24 AM Rating: Decent
The Taskmaster is also an undead mob.
Sounds like a cool place
# Dec 11 2001 at 2:16 PM Rating: Decent
You've got mobs to fight, trainers, and vendors all in the same zone. I expect this zone to be overrun with groups, especially since it won't take that many groups to fill it up. Or at least the map makes it look that way. What do I know though? =)
RE: Sounds like a cool place
# Jan 02 2002 at 8:58 AM Rating: Good
You are quite correct, the higher level area can sustain one group in their extreme upper 40s, or maybe 2 groups in their lower 40s.

Had a 44 cleric, 49 Druid and 49 mage take and hold the taskmaster room, including slaves, as well as the adjoining room spawns. This covers approx 13 spawns and was held for several hours. The balance of that area was pulled by a seperate group in their upper 30s.
New SK spell vendor
# Dec 11 2001 at 9:27 AM Rating: Excellent
I just wanted to confirm that the vendor selling the new SK spells is fixed and in place. He is in the Echo caverns vendor area in the tent nearest the entrance to the caster trainers.
If you do not know this area, I will elaborate. When you zone into Shadowhaven in the west arrival point, head north and go left. The first empty shop you come to on your right has two illusionary walls in the back that zone to Echo Caverns. Once you zone into Echo, take the first right tunnel and you will come to a large white in color rock wall. This is a left clickable sliding door that opens into a large vendor and trainer area. In this area you will find many vendors, trainers, and the necro and shadowknight spell vendor. When you first come into the large cavern the spell vendors are the last tent on the left straight from where you enter.
You will also find a building with most caster trainers near that tent with a banker on the patio of that building. To the left of where you enter the area is a building with melee trainers.
There is also a more hidden necro trainer in this area as well. Between the two training buildings is a small tunnel that goes back to a cavern with water. Swimming down into the water and following it to its end will lead you to a cavern with stone steps leading to the Necro trainer. The swim wasn't that far as to require EB and was well light to an Iksar SK.
The whole of these areas were safe as of 10 Dec 01.
Echo Tradesmen
# Dec 08 2001 at 9:35 PM Rating: Decent
Anyone have any idea how we can bring faction to Trade with Echo?
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