Quick Facts





Level Range:
20 - 120

Send a correction
Takish-Hiz expeditions are triggered by speaking with the NPCs at the Wayfarer camp in North Ro (located a fair distance southwest of the Freeport gate).

In an earlier age, endless aisles of marble stood cool in the shadows of the great Elddar Forest. Now all that remains is a lifeless sea of sand and stone. Beneath these sun scorched reminders rests a piece of time forgotten even by the god which set the condemning sands in motion. No longer living, yet unable to forget, something vengeful is moving beneath the desert of Ro. If you venture into this realm of cursed memories, will you survive to tell their story?
Winding StairsWelcome to Takish-HizThe CrystalsThrone Room
An Earth ElementalScholarly Glass GolemThe Sweeping TidesEnt
1 2 Next »
Post Comment
NPCS hiding in Greater Faydark
# Sep 18 2003 at 11:54 AM Rating: Decent
Hey everyone --

I was wandering to Butcherblock omw back from a MM dungeon, and I saw some woman standing to the left of the BB zone (in Gfay, if you're standing on the path, to the left of BB). She conned red at 59, but indiff. I haailed her, and I apparently discovered a Valuable New Piece of Information. It was something about the Takish elves. She told me to seek out Ruana Windsomething in North Ro; I did this, hailed Ruana, and gained more info!

I assume this has strengthed my adventurers stone... has anyone else found random NPCs like this?
RE: NPCS hiding in Greater Faydark
# Dec 07 2003 at 2:40 PM Rating: Decent
henai silentwalker for the Mistmoore Catacombs adventures is located on the big hill just east of unrest zone. they send you to him after about 28-30 wins in MMC

Xerronon Knight of Force of Retribution
RE: NPCS hiding in Greater Faydark
# Oct 06 2003 at 3:39 PM Rating: Decent
Thats Niflel Faliwae, you need to hail her for your info after you have too many NRO wins...
Your post saved me hours of running around thx :)
RE: NPCS hiding in Greater Faydark
# Oct 20 2003 at 11:36 AM Rating: Decent
On the same note, does anybody know where all the other dungeon info NPCs are? I've already found the one in GFay and there's one near the PoK portal in WFreeport. I think she's associated with the Rujarkian dungeons.
RE: NPCS hiding in Greater Faydark
# Oct 20 2003 at 11:28 PM Rating: Decent
Think there's one for everfrost at that camp fire in front of the zone to blackburrow in qh erudite dood ..forget his name
RE: NPCS hiding in Greater Faydark
# Sep 22 2003 at 1:13 AM Rating: Decent
How many Tak Adventures have doen successfully?
point question
# Sep 16 2003 at 1:12 PM Rating: Decent
Can anyone explain how the points work? been on a few failed ones, one to get so many items, at fail point says 30 mins for lesser prize, but the count on items stops , we got the right # but our counter stopped 4 short, no points. On another was to kill a name , time ran out, 30 mins for lesser prize ok we killed the name , and only 1 person in group got points, how is that fair to the group. How do they pick who gets the points ? anyone know ?
RE: point question
# Sep 16 2003 at 1:49 PM Rating: Good
3,705 posts
The number of points you get depends on your level. If only one person got points, you were probably on a level 40 or lower adventure. On a high 50s adventure, I get 20-25 points per success, and about 7-8 points for lesser award. If you are doing a collection quest, you WILL get the points and message if you get enough. My guess is you miscounted, as the counter disappears, and you have to remember the count by hand.
RE: point question
# Sep 16 2003 at 2:16 PM Rating: Decent
I didnt miscount, I had them all on me , in 1st bp so i could see how many we had. and yes this was on a mid 30's group , but it has been the same on 50 plus
Pulling in LDoN
# Sep 16 2003 at 12:59 PM Rating: Decent
Get a good Bard to do the pulling and set the pace. You will not be disappointed. Bards have so many useful abilities to bring to any table. Having one in your group here will definitely increase your chances of succeeding.
RE: Pulling in LDoN
# Sep 28 2003 at 11:30 PM Rating: Decent
Could not AGREE more. The adventures I have went on that were the most fun were with a Bard as puller. 9 times out of 10 he pulled one at a time and that 10th pull, he mezzed the add. The rare fubar pull were flukes. Like the Whirlwind that got stuck in the ceiling, couldnt be hit, and eventually freed itself and ran to go get some of his buddies. In case your wondering the stellar puller is named Joyfl and is on the Tarew Marr server. Give him a tell if your forming a group. He won't let you down.
No new tips really. Pretty much aleady been said. Don't get ahead of puller, let him/her come to you with the baddies. I don't know why this is such a difficult concept for some to understand. If you are a Ranger like myself, don't gain aggro from your MT. Let your MT play his role. Otherwise your cleric will be saying "OOM" often. It really isn't that hard. I spent the first few seconds of each fight looting the last kill. Then join in the fight, and snare when mob is low on health. No muss, no fuss.

Another valuable member of groups I have been in was a cleric named Heabbit. Grab this cleric extraordinare. Another one who won't let you down.

Seems LDoN has made Clerics, Bards (my opinion), and Enchanters invaluable. There never seem to be enough of these peeps available.

Have fun. LDoN is a success IMHO.

Harrington 58 Ranger
Quickpaw 57 Druid

P.S. Level 57 druid or 58 Ranger LFA on TM.
RE: Pulling in LDoN
# Oct 09 2003 at 5:06 PM Rating: Decent
1,876 posts
Likewise I agree with the bard's pulling abilities. They are always my 2nd choice for pulling in a group.

However, (yeah, I'm a little biased about this...but oh well) I prefer to have myself (Enc) as a puller. Not sure how well this works at lower levels, but you can pacify/calm your way to single pulls through the whole dungeon. Meanwhile, keeping the bard back with the group for DPS/buffs/mana/other bard stuff. Pacify pulling works pretty much as pre-emptive CC, and with our 2 types of invis, bind sight, and creative camera control, rarely surpirsed by "hidden" mobs. However, the main drawback is that you cannot slow yourself (mana drain is way too high for that)

Also, this allows for a lot more fun for the chanter and more DPS for the melees. (At lower levels though, this may not be an option as you will have a huge peri cost from runes, at lvl 61+ though you get the reagentless one which helps immensely)

Just my 2cents on the ideas of pulling in LDoN. Still loving these places after a month, always finding something new :)
handling treasure chests and ect..
# Sep 14 2003 at 9:40 PM Rating: Decent
I've been through 3 LDON adventures. 1 where we had to kill 60 creatures in 90 minutes. And 2 where we had to collect 28 or 29 piles of sparkling sand in 90 minutes. Both times we handled interactive containers such as chests and baskets and trees the exact same way; finish the adventure then go back and see what are in the treasure chests. Be warned that this is dangerous at the least without a rogue since 2 out of my 3 adventures have ended up with our entire group being wiped by a poison trapped chest. Some of them however do good stuff such as giving exp, one of them gave me 3 bubbles of mana, some gave me health, augmentations. I haven't seen any of these kind of chests yet but I assume some contain PP and wearable good items. I also was told that the dungeons are randomly generated maps which I think is the best thing about this expansion.
RE: handling treasure chests and ect..
# Sep 22 2003 at 3:32 PM Rating: Decent
I'm curious, how did you manage to get the chests open? The one time I've run into a chest in Takish-Hiz, I was able to disarm in with no problem (25th rogue), but couldn't pick the lock. Claimed we needed a key, but never found one before the clock ran out...
RE: handling treasure chests and ect..
# Dec 24 2003 at 11:24 AM Rating: Decent
as a rogue... lockpicks are your friend... always carry some... no keys in ldon... but rogues have to have picks in order to pick
Various Tips
# Sep 13 2003 at 12:41 PM Rating: Decent
182 posts
Level 65 group:

2 necros

1) Our rogue slipped up once and we all got hit by a trap that made everyone drunk. The shaman was down to WIS of 40, and no-one in the group could understand each other. So use Emotes if that happens. I was not affected. I am not sure if it was because I was out of range of the trap (off pulling another room) or maybe because my alcohol tolerance is very high.

2) Like many others have observed, pulling can be a problem with rooms with 5 MOBS. Especially as when the puller FDs, the MOBs can *run* back to their spawn points... making tagging much harder. After our monk dies three times I took over all pulling duties and used Festering Darkness and FD. Dark was occasionally resisted but when it stuck we could always get a single. Note that the drawback of this method is that you progress slower. So use with discretion. Sometimes it's best just to grab two mobs and root one or just tank both at the same time.

3) Again as pointed out, there are dead end rooms. ie, the library with 5 or so MOBs. Now, if you have to collect xx items or kill yy MOBs then you want to clear the room anyway. But if you are on a "kill the boss" type adventure, then your rogue should have scouted and let you know that the room is dead end, so you can bypass it and not lose any time. Come back later if you have spare time after killing the boss.

RE: Various Tips
# Sep 15 2003 at 6:56 PM Rating: Decent
Aha!!! Alcohol tolerance might actually be a usefull skill to have other than just for guild chat bragging rights. If this is true that is one of the most imaginative and well thought out AE effects/resist checks in the game.

(The AE FD effect in SSRA is rather annoying but pretty neat at the same time.)
RE: Various Tips
# Sep 18 2003 at 12:25 AM Rating: Decent
Yes alcohol tolerance helps with these. We had a chest make us all drunk and give us a nasty curse that reduced all stats by about 100. Those with the higher tolerance recovered from the drunkeness much faster, but most were still too encumbered to move. At least we did this after completing the quest.
Wizard/Cleric/Ranger Team
# Sep 12 2003 at 1:57 PM Rating: Decent
As many have discovered, trying to pull some of the small rooms inside these zones requires some serious effort. If you don't have a mezzer then single or at least double pulls are important. I have found that using the ranger spell bind sight on mobs or on a wizard's eye of zomm spell is great for seeing some of those blind spots in these rooms. The Cleric Wake of Traquility spell, and AOE Pacify spell, really helps out a great deal in these zones. And if working with a paladin letting them both pull and MA works great as they have the pacify spell line also. So when they pull they already have agro and can quickly switch into MA mode. The Pally we were with last night had over 6K in HPs and chewed up the mobs. Pally's are most useful but if you don't have one your cleric is very useful too.
How it's done
# Sep 12 2003 at 12:46 AM Rating: Default
I've done quite a few of these and let me just say from experience that you need a Rogue or TWO to really do well here. I did it once with one Rogue and it was okay...but with TWO we totally owned it! My suggestion (and what I will do from now on) is get at least TWO rogues in my LDON raids/groups.

With the time limits you need all the DPS you can get.

Best groups are a tank, cleric, slower, 2 rogues and (insert class).

RE: How it's done
# Sep 17 2003 at 9:36 AM Rating: Default
bah rangers better :)
Pullin on Adventures
# Sep 11 2003 at 10:22 AM Rating: Decent
It's a good idea to have your group on the same page before you enter any adventure.

I've run into a constant problem of groups following right behind me as the puller because of the time issue.

There's nothing worse than trying to pull and finding 5 others within aggro range if you fd.

This has worked out poorly at least 75% of the time as it's been stated in other posts, there are rooms with multiple mobs and aggro range is huge.

Pacify works wonders if you have line of site, but I've also noticed that the mobs don't "sit" on you when you fd for to long, they tend to return back quickly.

These adventures should work as any normal group does.

Time restrictions shouldn't make people who normally know their job in a group situation act any differently.

RE: Pullin on Adventures
# Sep 24 2003 at 11:53 AM Rating: Good
I disagree about the time element not making you play differently. Time is the key, and you must adjust for it. The group must set up a DPS machine, and the puller must keep it fed. If the machine is not actively chewing on something you know you are losing. You do not wait for single pulls, you dont wait to pacify, unless it is a mess of a room. You dont wait for the caster to med up, he will just have to med through this one. You dont wait at all as long as some healer, and it does not have to be the cleric, has some mana to heal with.

People who want to say you need a rogue or two, or some other form of high DPS are simply over correcting for their own desire not to adjust their tactics to meet the new challenges of time limits. True, DPS is the easiest answer to a time limit, but team work, defined roles, and constant pulling are the things that will net you a win, with or without a rogue.

I have won with two Paladins, a warrior, ranger, shaman, and druid. We won easily on an assasination attempt. The key was constant pulling, without alot of hand-wringing over getting single pulls.

The addition of a rogue to your group will get the mob killed faster. No doubt about it. Still if you eliminate all that wasted time inbetween pulls, time wasted on buffs because someone forgot to drop his old buffs before getting new ones just before the adventure starts, people going afk, people not paying attention and not moving up when puller asks them too, casters or clerics who think everything must stop because they are low on mana or out of mana, etc to ad naseum, you completely make up the time the rogue or two would buy you.

I assure you, just a group of six people who have their act together, eliminates all moments of inaction, and agree to their role in the group, you can win with any classes. The above group I mentioned? It had no chanter, cleric or FD puller, or ability to pacify as the mobs were to high level to pacify with paladin pacify. Still we won with 45 minutes left.

If you go on these adventures determined to play like you are in a PoP zone, or some older expansion zone you will increase your odds to lose some. This is not PoP, it is a new adventure and we need to play like it is.
RE: Pullin on Adventures
# May 25 2004 at 10:49 PM Rating: Decent
I agree with you on the time thing, but you have to take the time to make single pulls. If you don't your cleric/chanter will always be Out of mana and you will be sitting there medding instead of fighting. But it is the pullers job to have a pull to the group right before the mob dies(or within 10 secs r so). I'm a chanter and I tend to pull for the group so we dont lose any of our dps while pulling ahead. But they key to a ldon is constant single pulls, if you have a steady pull coming and a good tank your cleric should never run out of mana and you wont waste any time.

Always remember any group with the right state of mind can take a ldon it's not hard. I have won a hard ldon with a necro/bst/chanter/ranger before.
50's aventure info
# Sep 11 2003 at 1:37 AM Rating: Default
8,619 posts
did this with a group LvL 54 ave, seems pacify is a must for some rooms that have upto 6 mobs in them, once we got into a rythem we did ok but the mob we went in for Never appeared on track for maxed out ranger <may have to kill everything before he pops> all the boxes where trapped when we broke them open<no rogue and no clue where the new spells are???> i would advise leaving them and coming back afetr you complete your task as Time is apsolutely vital!

Oh and the green tree's <Hollow Tree's i think> spawn upto 4 little DB tree's which was fun 8o) chanter nearly had kittens 8o) again i would advise leaving them untill you complete the mission and coming back for xp

No loot to speak of <prolly in the boxes we couldn't open> but the AAxp was good, full yellow from 1 adventure!

Jarkeld Hammerhiem
Druzzil Ro server

found out that spells are bought with reward for completeing Adventures lowest lvl ones where 25 points so i made friends with a rogue hehe <hi Apathetic if your reading this 8o)>

Edited, Fri Sep 12 02:39:03 2003
Jarkeld Hammerhiem Lvl 36 Paladin/Lvl 30 Armourer
Lestril Hammerhiem Lvl 40 Monk/Lvl 28 Provisioner Blackburrow server
Iaedian Tailchaser lvl 60 Fury/36 Jeweler. Proud member of <Bane> Crushbone server

Your mind is like a Parachute, it only works if it's open.
Nasty Trees
# Sep 11 2003 at 12:48 AM Rating: Good
In a group 20 rogue, 22 SK, 22 bard, and a 21 Druid. We took the Rescue mission. Never found him. A Ranger with tracking maxed out is helpful. We did good on up to 3 mob pulls. But hit the Library and pulled two rooms at once. 9 came at us half of them casters, and a tree with a bad attitude. After regrouping I hit sneak/hide to recon ahead...turns out the Lousy trees see through it. SPEED SPEED SPEED. If youv'e got time left on your first 30 minute timer use it. Buff outside the zone. Hit the dungeon fully buffed and full of mana. Yeah you can do this with 4 but take 6 so a death or 2 doesn't stop progress. No boxes for me to play with :( but we did have a number of Green con Hollow Trees, that when attacked would release a group heal. One had a light blue pet that none of us could remember how to control so it rotted. Had a Blast & got some stuff.......that reminds me I still need to split loot with the group.

20 Rogue of Bristlebane
"put your pants on inside-out if you don't want your pockets picked"
Fading Temple
# Sep 10 2003 at 4:17 PM Rating: Decent
was in a dungeon where needed to collct 23 statues. was called Fading Temple group was all 65 cept 63 monk. was 63 monk 65 shadowknight (me) 65 druid 65 shaman 65 mage and 65 wizard. took a LOT of tries of me and monk teaming up on the pulling just to get 2 mobs *not once did we get a single* the mobs have huge aggroe range and are close together. so had to have wizard root one while i tanked other. monk died 4 times and shaman died once. found a trap room that we were smart enough to check before having monk pull. angled camera into room and saw about 8 mobs 5 sand elves a tree and two golems. had a warning in yellow text saying not to enter the library. so we left and went other way. group gave up on mission when we had 11 of the 23 statues. we decided not to try and pull the library. LDoN zones cleric and enchanter are a must. and a tank with a lot of hp. Sand Elf druids are tough.

Edited, Wed Sep 10 17:56:28 2003
# Sep 10 2003 at 1:15 PM Rating: Decent
So does anyone know how to apply these augmentation stones to equipment? I got a cheapo from random loot for +7 dex, and have had no luck putting it on anything.
RE: augmenting
# Sep 10 2003 at 1:57 PM Rating: Excellent
2,268 posts
Well, first off check the augment stone to see what restrictions it has (i.e. neck, feet, etc.) Then see which type of slot it can go into. All old world (atleast that I've seen) have slot 1. PoT gear has slot 8 (and only PoT gear.) You then look on an item of the appropriate type (i.e. neck) and make sure it can take the augment (i.e. if your augment is slot 1 neck only, then you make sure you have a neck slot item that can accept slot 1 augments.)

There are some augments that can go into any slot, though, so make sure you apply those last, as they will fill in any slot and may make another augment unusable by the specific armor (of course, we're talking about armor that has more than 1 slot here...)

When you know that they'll combine, you need to find a shimmering pool that they have in the camps. It looks like a flat table, but it has an inch or so of water in it. Click on it. PLace the augment and the piece of armor into the container and click combine. They're no fails, so yeah, don't worry about that. It will tell you (i'm pretty sure) if the items are uncompatible.

Anyway, any more questions, just post here. Not sure if I made it more clear, or just confused you more. =)
Did it
# Sep 10 2003 at 11:53 AM Rating: Default
2,268 posts
Ok, here is the updated post saying what actually happened in THIS zone...

Well, last night a group of 39-44 (me being the 44 cleric) went and decided to do an adventure here. I have grouped with the majority of them before, so we decided to do a hard mission. I must say, the exp was awsom... The only thing is, we wiped after 2 mobs. Yeah... Well, we pulled a chanter, and first she immobilized 3 of us, killed one more, and the other one zoned... Then, we got out, regrouped, and went back in. THIS TIME, we got her down, then she seduced me. =) I think I blasted one of my teem mates, and I know I healed her.

Well, at any rate, my point is Magic Resist is key here. There are enchanters and lots of them... Definitly all about the magic resistence...

Yeah, know this post isn't THAT informative, but hey, we wiped! =)

Edited, Thu Sep 11 08:57:31 2003
Last night
# Sep 10 2003 at 9:33 AM Rating: Decent
I hit this last night with a group of 50'ish. We did an item gathering mission of normal difficulty. Lewt was pretty good, got two sweet bows (lost both rolls). 20 dam 28 delay and a ton of stats. Will submit the info and SS to Alla's tonight. Got almost a full yellow bub from one trip.
There was one chest, in the top room of the giant-tree/stairs room. I couldn't pick it with a modified PL skill of 203. So I beat it to death. Only got 5 silver (I think smashing it destroys what is inside). Only thing I noticed was that it had some elven script written on top (you have to /inspect it)
# Sep 10 2003 at 6:34 AM Rating: Decent
19 posts
as a mage i noticed a good variety of summoned mobs for which to banish.

low agro radius all around, only when rushing did we get more than 2, and with 2 pet classes in group, it was still no problem.

didn't notice any named on one trip thru.

seemed to be pretty dang good xp, and loot was good as well; non-tradeskill items sold for a few plat to several plat.

i don't think the planar type group (tank, cleric, slower) isn't necessary here, although the warrior/knight and cleric will dramatically improve success of a mission.

it's important to remember passages you *don't* take, because you may need to come back for mobs/items, or elect to kill more while you're on the post-success 30min lee-time.

all in all 2-2 successes, and i recommend this as a valuable learning experience, fun time, and profitable venture.

Edited, Wed Sep 10 07:30:51 2003
Very popular on Test LDoN
# Sep 09 2003 at 11:40 AM Rating: Good
Yep, the Nro zone very popular on LDoN. Main difficulty is completing the quest on time or not enough drop items collected by the whole group.
Have somebody make a map as you travel through the dungeon. Dead ends are common. Backtracking can be time consumming.
Track skill will go a long way even thro walls and rooms making it seam closer. The ranger with the distance tracking should be the best trackers, other trackers have just no adjustments to it.
Then loot, you must loot all, some items will be counted as total for all group.
Corpse run, make the run will be faster that waiting for zone repop.
Noticed another thing on about mobs that are in a room down a hall, count of mobs at 5, agro not far to pull all, puller pulls 2 from agro, down hall, to waiting slaughter. Then if room has lease that 3 mobs have group MOVE UP. Puller make a hot button for this, and count mobs in room. Hit hot button MOVE UP. Else youll hear lots of "/g can we move up yet?" my beastlord ran pass the puller to get smack dab in the middle of a full room and got complete room agro from 6 mobs. So pullers make a hotbutton MOVE UP and save lots of group tells and runner passing the puller.
SOW is not needed in zone, just click it off, your in zone for the duration and you will not run from anything.
Enchanters are at main risk, you know the part and healers. Mem blur spells are great.
Otherwise, you will enjoy, I ding a 60 char to 61 in 90 mins. Smiley: jawdrop

Edited, May 11th 2011 12:09am by namdaruluclin
The Hummingbird: It stands for immortality. Or sometimes the Sun. Hummingbird is seen by some as a messenger of love and joy. It symbolises energy, wonder and swift action. It is associated with the Ghost Spirit native American religion which teaches a dance that is intended to return the natural balance of the world. thanks to wiki answers.
1 2 Next »
Post Comment

Free account required to post

You must log in or create an account to post messages.