Rujarkian Hills

Quick Facts

Type:
Indoor

Expansion:
LDoN

Instanced:
Yes

Keyed:
No

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 ?
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Rujarkian OrcsBarracks of WarBlazing ForgeCreaking BridgeHarrowerGoblin SlaveCavern
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#REDACTED, Posted: Sep 15 2003 at 6:57 PM, Rating: Sub-Default, (Expand Post) KK just posting an answer to one of my previous questions on this site. To get fully ready for LDoN here is what you need to do. First for those races that are from expansion (iksar vashir) get a port to WK (rathe has one also) and right near the wizzy spire is a vashir hail her and BOOM yellow text and some BS blah blah. KK now head to EC tunnel. look for the bar npc in there and hail him. he will ask you 3 questions. answer 1.adventures 2.valor 3. farstone. you must /say them to him in that order (you may be able to just say farstone but think you get some facton or other with ALL 3 so may as well) Than boom you get your adventuer'rs stone. now you can use the Magus NPC's to port. Non iksar vashir head to your hometown first find the person you need to speak with then go to EC all the same. Only one i know is CE's and theirs is an NPC i 3rd gate. Hope this helps.
RE: 411
# Oct 12 2003 at 2:27 PM Rating: Decent
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4,520 posts
correction:Unless you messed up your faction with your hometown head there, the second you step into a your newb zone/city you will get a voice in your head telling you where to locate your contact(if you were hearing one before this the adventure people cant help you) once you hailed the guy read through or skip through the text he gives you until you see "you have completed one step on becomeing a great adventurer"notice(If you messed up your faction there is a camp in Wkaranna and rathe mountains that will do the same). From here head to one of the adventure camps and hail one of the 5 people given to you in the text from your town. the answers to the questions are as folows: 1.adventures, 2.favor, 3.morden rasp, 4.farstone. or just check your npc message log. now you have your adventurers stone and can use the magus.
Should we have six in our group?
# Sep 15 2003 at 2:39 PM Rating: Decent
Question: Is there a difference in the level or number of spawned mobs in a particular dungeon for adventure groups that have four or five players? If the mobs are based strictly on the average level of the group, then it would be wiser to always hunt with a full group.

Edited, Mon Sep 15 15:40:56 2003
RE: Should we have six in our group?
# Sep 15 2003 at 7:00 PM Rating: Default
lets think about this would SOE always want you in a full group?? I'd say yeah therefore mos are probably by average level not number based, but who knows. if not now they prolly do it anyway :)
RE: Should we have six in our group?
# Sep 16 2003 at 11:31 AM Rating: Good
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3,705 posts
Seems to be based on the HIGHEST level in the group, and also not on the number of group members.

Have a group who normally grinds together, mostly lvl 58-59. One of our members dinged 60, and the dungeons got significantly harder, and started dropping +6 augments, instead of +5 ones. Also, with a group of lvl 33-35 alts the dungeon we were in dropped +3 augments. We got the harder mobs, even though there were only 4 in the group at the time. The previous nights mobs were easier, even though we had 6 members, with highest level 59.

Much as I have to say it, it seems the dungeons are based on the simple algorithm of "what is the first digit of the highest group member's level?"

I ASSUME there is a seperate difficulty for lvl 65 groups, but could be wrong.

Edited, Tue Sep 16 12:30:08 2003
traps
# Sep 15 2003 at 6:00 AM Rating: Decent
Personally i suggest leaving the boxes things to the end. Also if you choose to break them open or even just picking them or the like put all you group out of range and just send the one person in as a sacrifice, mayeb the ranger would be a good pick.
RE: traps
# Sep 24 2003 at 12:09 AM Rating: Default
WHA? Why the Ranger - I'm a Ranger! And I definitely don't relish dying! plus, we have nasty low HP so a splinter could be deadly. Mind you were still really tough... ;)
RE: traps
# Sep 16 2003 at 6:49 AM Rating: Default
ok that would be a good idea but as far as the chests go the traps i have seen so far seem to affect the whole zone so your party would get hit either way. now there are some other things that do not affect the whole zone like hte hollow trees in Takish or the creaking crates in Rujarkian those do a random thing like give u a pet or heal hte party or poison the party if they are in range but if it heals the party or gives the aprty mana u want htem in range lol so it is just a gamble. but so far every treasure chest i have seen has been trapped or cursed.
adventurers stone
# Sep 13 2003 at 1:32 PM Rating: Decent
what are we supposed to do with the adventurers stone. are we supposed to combine it with a chartm or are we just supposed to keep it on our bodies. and if we loose it or use the potions to take it off the charm do we loose the stats on it
RE: adventurers stone
# Nov 18 2003 at 1:55 PM Rating: Good
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3,705 posts
Unless it is combined with a charm, you WILL NOT have any stats on the adventure stone. You will get the messages saying it has powered up, but inspecting the item will show nothing.

Also, you can dissolve the adventure stone off a charm, get a different charm, hail the guy for the stone again, and receive a new stone. The new stone, once it is augmented to a charm, will have the same stats that the old one had before.

I just dissolved my adventure stone off a LDON charm, hailed Vual Stoutest in BBM, got a new one, and augmented it to my intricate wooden figurine (yay finally got a pop flag).

The Figurine has the stats for 1 flag. The adventure stone has +3hp +3mana, just like it had before.
RE: adventurers stone
# Sep 15 2003 at 1:27 PM Rating: Good
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2,268 posts
On regards to the combining with a charm:
You can, but you don't have to.

On regards to the losing of the stats:
My belief is (and dont' quote me, I haven't done it yet) is that it will not lose the stats. I think it's this was because after you finish x number of dungeons (either 5 or 10, I don't remember which) I believe it gives you a character flag. It's just like going through the plains. You get flags for doing more dungeons. That way, your charm would NOT lose the stats if it was disolved.

And on a side note, all you have to do is hail the magus if you disolve your adventure's stone and you should get another.
Are the new skill workng
# Sep 12 2003 at 12:44 PM Rating: Decent
I havent heard any rouge saying they have been useing the find traps, disarm traps skills yet on the Ldon chests and traps. Anyone use it? Is it working? Please advise. Thanx
RE: Are the new skill workng
# Sep 13 2003 at 4:09 AM Rating: Decent
My bard hada go at disarming with his skill of 67...
your body is covered in burning acid. You have taken 386 points of damage.
You accidentally set off the trap!
You have not disarmed a wooden box.
Pain and suffering tries to strike YOU, but misses!
You died.
You feel replenished.
Pain and suffering tries to strike YOU, but misses!
You died.
Returning to home point, please wait...
LOADING, PLEASE WAIT...

Oh well couldnt have picked it anyway.
RE: Are the new skill workng
# Sep 12 2003 at 2:16 PM Rating: Good
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1,262 posts
Yes. I am constantly mashing the Sense Traps key since the bridges and chests are often trapped. I am also disarming a lot. The traps will rearm after about 2 minutes.

The chests require a different technique than what you are used to in non-LDoN dungeons. First, there are 2 types of chests - moving and non-moving. Moving chests can only be affected by magic disarm and picking spells. Non-moving cannot be affected by spells but can be opened using rogue/bard skills.

Target the chest (like you would a mob). Hit your Sense Traps to see if its trapped (or do /inspect). Hit the Disarm Trap hot key. Clicking 'U' or left clicking with cursor on the chest will not disarm it. Next, with lockpicks on the cursor hit your Pick Locks hot key.

Naturally, you can just attack the chest and break it open. But I understand there is a risk of desroying the contents.
RE: Are the new skill workng
# Sep 12 2003 at 8:26 PM Rating: Default
Not only is there a risk of destroying the contents, but since it seems you did not disarm it first you will set off any traps/AEs/etc. inside...

We had an overzealous Rogue get us all killed with a nasty Poison AE DoT shot! I was the shaman (of the 25th level) and had already hit everyone with a regen (not remembering if we still had our Resists up) and this thing had us dead within a minute...

I told everyone to sit and hope the regen would work and I healed (my heal is around 125 with Improved Healing II) and we still all bought it.

Just an FYI Smiley: smile
Arena of Chance
# Sep 12 2003 at 3:41 AM Rating: Good
I have heard reports and now experienced first hand this particular map configuration (Arena of Chance) for Rujarkian hills.

Very shortly after zone in there a crossroads type junction with multiple spawn points and a wanderer moving through it. Aggroing any one of the static mobs as the wanderer moves through can cause all 6 mobs to chain aggro onto the group.

The only way we could break the spawn up was through alot of pacifying the visible mobs (and its not easy to get them targetted without aggroing them (and in a dungeon for a 58 - 60 group some could see invis).

This process is time consuming - the purpose of this post is to alert you to this configuration and warn you that you need to be prepared, if you find yourselves zoning in to Arena of Chance, to set up a method of splitting up to 6 mobs quickly in order to progress.

(Options for splitting are - enchanter / cleric pacify, FD split - there is room for it and the mobs do walk back to place seperately - or mezzing - but it would be a challenging Mez).
RE: Arena of Chance
# Sep 15 2003 at 7:56 AM Rating: Excellent
You forgot Bard pacify for splitting. As a level 61 Bard i've found it quite useful in the rujarkian hills at times. I just wish I had 62 already for my better mez song.

Threbus
Vallon Zek
RE: Arena of Chance
# Sep 12 2003 at 2:42 PM Rating: Decent
Just died in there, at the spot you just mentioned. We pulled one mob, I sent pet in, sit down, and next thing i know there is 5 adds bashing on me. Dead in a sec. My group gated out and we tried to run back, but PKs got us on the way (this is SZ, after all).
Well, I went back, CRd, and decided to take a peek since nothing seemed to see invis. Seemed is the key word here... to the right, behind a column, there was a see invis mob, which cost me a second death...
But a question emerges... where not the dungeons supposed to be randomly generated?

Zerp
SZ
RE: Arena of Chance
# Sep 16 2003 at 6:56 AM Rating: Good
no the dungeons are not randomly generated the mobs are done according to the average level of your group. i have also heard that everyones attack rating affects it too but havent tested this theory. the dungeons are always the same but with different mobs at different levels.
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 22 2003 at 10:38 AM Rating: Excellent
As a 52 cleric and sometimes 54 necromancer, I can say this about "How it's done" ...

It largely does not matter about a single class being in the group (although I would say in all honesty a good cleric is a must -- lots of healing is needed in LDoN).

One skill/spell that is needed is Snare, another is Pacify. Many classes have one of these, so I suggest you get at least one of each. Snare keeps mobs from running, Pacify will keep you from getting adds when you pull (or at least reduce the number of them). Mezzing is good to have as well, but I found it better to simply Pacify and eliminate unwanted adds.

DPS is very important, as most every adventure requires you either kill lots of mobs or get somewhere deep in the dungeon which means killing lots of mobs -- all to be done in a limited time. To get a good DPS, you will definately want some Tank types (Warrior, SK, Pally are all good) with good HP. Also, a Wizard, Mage with pet, Beastlord with pet, or Necro with pet are good classes to consider.

If possible, you want to slow down mobs attack rates, so a chanter or shammy are good choices as well. Depending on your group makeup, one may be preferable over the other. I would say with a melee heavy group, get a shammy (good melee buffs and some backup healing); if you have a few casters, a chanter may be a good choice (for Clarity and other buffing).

Ultimately, what will ensure success in the dungeons is a good team that works well together, has a variety of skills/spells they can bring to bear, and that communicate efectively. Make sure that everyone knows upfront what is expected from them. Make sure that you keep each other informed about things like your mana and buffs. If you take the time to gather a balanced, seasoned, and intelligent team, you will succeed much more often than not.

I hope this helps those that read it.

Helpzem Feelgood
52 Cleric

Barbedbone Emberheart
54 Necromancer

The Tribunal Server
RE: How it's done
# Sep 23 2003 at 5:28 AM Rating: Good
you totally left out the bard... which can do everything you said here... sense traps, disarm traps, pacify, mez, charm, can tank in a pinch, buff the group, slow the mob, snare, mana regen, health regen, good dps ( i went on two adventures today... one with a pally and the other w/ a beastlord and sk... and i outdamaged both of them ) and can also selo's in the dungeon when he gets that particular spell ( which im definately looking foward to )

I'm not saying bards are better than every other class... not at all... i play all kinds of classes and every class is awesome in their own way... all im saying is dont over look a bard... he can fill in on just about any role in the group

but i do agree w/ the healing aspect... just gotta have a good healer... but that's not really different from any other zone

all in all... have fun... it's a great expansion when you can finally get a group :) it's a game...
kick back, kill some mobs and have fun with some friends

Vanlaven Ravenborne
58 Enchanter (Tunare Server)

Dareyl Dimensions
28 Bard (Tunare Server)
RE: How it's done
# Nov 20 2003 at 9:38 AM Rating: Decent
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435 posts
Yes, one of the best LDoN groups I've been in was around level 30 with a Bard pulling and mezzing and, I think, only Druids for heals (my Druid nuking and doing emergency heals, other Druid for main healer). The Bard was brilliant and we totally owned that dungeon.
RE: How it's done
# Sep 12 2003 at 11:58 AM Rating: Default
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62 posts
as a rogue i agree that rogues rule ... but a must for some of this stuff is a enchanter... nothing better than that to help break up a big spawn- Nother dream group... Cleric-2xNecro-3xPally- take em all into Deepest Guk. IMHO
RE: How it's done
# Sep 12 2003 at 2:17 PM Rating: Good
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1,262 posts
Because of the timer you have little time to med up. So, a bard can be very useful.

"Mana Song, please!"
RE: How it's done
# Sep 15 2003 at 10:52 AM Rating: Decent
Beastlords are also wonderfull here, nice dps for a fairly low sustained mana cost, and stackable mana regen w/ bardsong, kei, self buffs, pot9.
KIll 50+ mission
# Sep 11 2003 at 4:41 PM Rating: Decent
First day of rollout had a 6 pally group all lvl 33-38... Didnt think we would get far but were going to try it out and see. We ended up racing through had 37/50 down for the count with 50 minutes to go in mission. We of course failed miserably after a random box dropped "Coffin Curse". This curse leaves all stats at 1 for 30 mins... We couldnt kill 13 in the 14/15 mins we had left. Does anyone have a location for purchasing the remove curse spell that is supposed to be out there?
RE: KIll 50+ mission
# Sep 12 2003 at 1:35 AM Rating: Good
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8,619 posts
i would leave any boxes / crates / coffins until you complete that way you can get them on the way out and if you get cursed /shurg who cares .8o)
RE: KIll 50+ mission
# Sep 21 2003 at 9:41 AM Rating: Decent
Go for the creaking crates. If you're doing the X number of mobs quest, it may spawn 2 or 3 mobs. Or it will give you mana. Or heal you. Or give you a slave. Or nothing. All are good things. Our warrior usually kicks them open. Lol.
Coin Considerer
# Sep 11 2003 at 12:32 PM Rating: Decent
Came across this guy while doing rescue mission, cannot be mezzed and is a healer, had 2 others come with him, me as bard discoverer unmezzable had group jump him while i mezzed the other 2, he dropped a breastplate of war. shm rog and some1 else useable, only stat i recall was 38ac, didnt take a lot of notice as i couldnt use, do remember our shaman saying he didnt need as his tae ew was better, was droppable. this was with a 55-58 group. did have chanter but think she was ebayed as she mezzed everything about 2minutes after i alrdy had and shaman was slowing everything coz we couldnt rely on her.
RE: Coin Considerer
# Nov 18 2003 at 12:10 PM Rating: Decent
Don't assume someone is ebayed cuz they tank or nuke as a cleric. I manage my mana very well thanks - and with Yaulp I can actually regen mana while fighting (with an increase to attack stats) combine that with NDT - and my dps is very decent indeed. A good cleric can tank (read melee - not MT) and heal at the same time - particularly if you've got voq/pot9/SD stacked. As far as nuking goes, I only save that for undead encounters. AS or nearly as mana efficient (and faster recast) than other classes, particulary if you have shammy or druid to backup heal - it's a team effort and clerics can be wasted if they're sitting on the reverent fannies at fm all the time.
RE: Coin Considerer
# Sep 12 2003 at 2:20 PM Rating: Default
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1,262 posts
I have noticed a large influx of ebay babies in LDoN pick up groups, too. One group I was in had a nuking cleric. With no time to med you can't waste mana on nukes when its better used for heals.
RE: Coin Considerer
# Nov 18 2003 at 7:41 PM Rating: Good
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3,705 posts
My main is a 63 cleric. I NEVER sit down in LDON. Usually I have the following buffs 1) KEI 2) BAoTR 3) Yaulp 5. Plus I have 8 in flowing thought. I RARELY EVER see the low side of 60% mana at any time on an adventure.

Typically, it works like this (with my usual group):

SK pulls, calls for assist.
I yaulp, right click my greaves for hammer pet, then move in behind the mob and start whacking it with my hammer of damnation.

When the mob hits about 40% life, I hit my condemnation spell, and usually can get full damage, just in time to drop the mob to almost zero life. This spell is actually pretty mana efficent to begin with, and a I have Gauntlets that save 30% mana on the cast of this nuke. That means I am getting a 1100 damage nuke in, for about 260 mana. If I happen to be below 70% mana, I will just melee and skip the nuke.

During the fight, if the SK's HP drops below 60% I target him, and hit him with my fast 1.8 second heal (which does between 1600-1850 hp, with aa improved heals, and my IH4 focus effect).

You sound like you have gotten a cleric who OVERDOES his offense, to the point of neglecting his healing. But don't write off cleric's offensive capabilities, or assume someone is eBayed because they are not one dimensional in their approach to playing their character. Any cleric who just sits on their butt, and throws an occasional heal, duing an LDoN, or grind group, isn't living up to his full potential.

In fact, LDoN isn't the only place I end up nuking. My guild recently ran about 8 groups thru the trial of execution in PoJ, and we would have failed a couple, if not for a well timed condemnation, to finish off a mob before the executioner killed the prisoner.
RE: Coin Considerer
# Sep 17 2003 at 10:23 AM Rating: Decent
I sympathize with your frustration with some ebay clerics. I've experienced the tanking cleric problem as my main (52nd druid), shortly followed by the OOM cleric.

However, I've been playing my 26th level baby cleric and found that in the LDoN dungeons my role of healer often goes beyond healing. I played the Calming/Healer/Stunner in one group..cast, sit, cast, sit. I saved a lot of mana using my 5th level Stun spell (35 mana) on the mobs that liked to heal themselves. Also if my Stun was already down and the mob recovered and was trying to heal, I'd use 19th level Holy Might (60 mana) to interupt and stun. During the time the mob is stunned and if the mob isn't healed, he/she isn't doing damage to the MT. This means I can avoid casting my Greater Healing (150 mana).

Of course, you have to adjust with the given situation and group make-up.

(Please read this & understand this is written as a 26th level cleric - and mana management, etc.. may work completely different for the class at the higher end)
RE: Coin Considerer
# Sep 16 2003 at 3:43 PM Rating: Decent
Sorry, but your wrong on this. Many times I am sitting on full mana and there is no reason to just "med" when I am full mana. As long as the cleric does not go lom/oom, why not add dps.. dps is the key to LDoN. With SR, VoQ & FT last few adventures I never got below 50 mana the whole time.

Doctoad
RE: Coin Considerer
# Nov 27 2003 at 11:27 AM Rating: Default
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8,619 posts
i think the key is that the cleric was Nuking then saying OOM, i have no problem with a good cleric with mana to spare throw a few nukes in or play battle cleric. In fact i encourage it!
What i HATE is some lvl 50 cleric standing toe to toe with a mob and then tell me after the 10th pull 'med break OOM'. if that cleric would sit on his butt and do his primary task then our DpS would be more sustainable in the long run.
So long as the cleric can keep up with heals and not have to med then by all means Melee/Nuke
Kill the Orc
# Sep 11 2003 at 11:02 AM Rating: Decent
Got the kill the big Orc mission ... J<something> O<something> for a group of 50+.

Group of Shadowknight, Paladin, Cleric, 2 x Shaman and Beastlord. No KEI needed ... free kitty crack. One SHM on haste/slow, other on DoT/nuke.

The Paladin knew the route to the boss, so we made a bee-line there killing all enroute. Had 15 minutes left after taking the boss down, so went back to clear up.
where is guy
# Sep 11 2003 at 8:31 AM Rating: Decent
Where is the guy on the rescue mission? We made it at least two thirds of the way through and I could not pick him up on track, as a 65 ranger. My guys is that he was at the very Northern part of the Dungeon.
As far as your stradegy, did you kill everything on the way to him, or pacify and run by the ones you could?
Animals
# Sep 10 2003 at 2:14 PM Rating: Decent
Note the charmable animals (wolves) are immune to changes in movement speed and the other animals (bears and pigs) are immune to (druid) charm
Did it.
# Sep 10 2003 at 12:06 PM Rating: Decent
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2,268 posts
We had quite a wierd group last night. Starting, we didn't think we'd do well, but we didn't do bad. Our group consisted of a 39 bard, 41 monk (puller / tank), 43 druid, 44 cleric (me), and a shamman (think he was 41, not 100% sure though.) We did a normal rescue mission. Rescue is kinda cool, because after you get the guy, he follows you to the entrance, then when you get him there, you're adventure is successful.

Anyway, we took the 30 minutes to explore afterwards, and we didn't actually clear the dungeon. Made about 300 - 350 pp (total, then split) and got some very nice loot. Got an excellent cloak, which I lost the roll for to the Shamman. Gratz on your cloak, Packwolf! =D We also got a nice shield. I submitted the shield, but alas, forgot to get a screen shot of the cloak before I gave it to the shamman.

Anyway, we had no problems, albeit being a bit slower than we would've liked to be. DPS is definitly the key. Over all exp was good. Got from 10% exp (2 1/2 blues) to 41% exp (2 yellows) at 44, which isn't half bad for 2 hours.

Anyway, I'll be there tonight, on Veeshan server, so look me up if you want to group with a 44 cleric or a 24 war (my alt.) Happy adventuring!
info
# Sep 09 2003 at 4:45 PM Rating: Excellent
EC dungeon. Name is spelled wrong on some pages(Rujarkian, not rujarken.) no undead in any of it, no summoned either, lots of orcs.
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