Ruins of Illsalin

Quick Facts

Type:
Indoor

Expansion:
Depths of Darkhollow

Instanced:
No

Keyed:
No

Level Range:
70 - 75

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Illsalin was once a bustling city of Shiliskin nobles. It was long ago destroyed, its ruins now full of undead and drachnids; its tunnels and caves now flooded with putrid water, overgrown with jagged coral, and infested with swarms of witherans.
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Passage to UndershoreVorgannoth the Drachnid HunterStatue of the Deep RayThe Undead-Ridden Gallowglass ArenaImperial Audience ChamberWallwatcher's CitadelThe Nargilor PitsSplorgath CoralTemple of the KorlachDeep Orc CaveHarvestingVerok's Chamber
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entryway gargoyles 101
# Aug 03 2008 at 12:10 PM Rating: Good
**
499 posts
There are lower-level (level 70) gargoyles to the right of the zonein, up on a ledge. You can run up the end of this ledge to reach them, and they make excellent hunting if you can solo melee mobs that hit for 1100 max. After you kill the two on the ledge, run up the wall and look south... there are three more gargoyles on a ledge, two statics and a "perch guard" roamer that goes back and forth between them. They can be pulled from the wall you're on, but the pathing can be screwy so be careful... it's easiest if you're a FD class.

However, I've noticed recently that even these guys pack a few tricks. They all come with Animation Boon buffed on them, and can recast it if it's dispelled and they're not engaged. Some of them, apparently at random because I've had different names (watcher, scout, minion, perch guard) do different things, can also cast Gargoyle Swipe (aoe 880 dd/230 dot with snare, resist MR 0, cast time 2 seconds so it CAN be interrupted), Stone Throw (single target 980 dd and 2 sec stun, resist cold -100),
Rumbling Roar (aoe 1280 mana nuke, resist MR 0), and Gravelly Grip (aoe 2 tick silence, resist MR -120).

As noted, the swipe can be interrupted, and the stone throw and roar are not a big threat as long as your MR is high. The real bear, though, is the silence, which effectively keeps you from burning down the mob or healing yourself for the duration... so try to stay healthy enough to survive two ticks of abuse. Also, due to the Animation Boon, pull EVERY gargoyle with dispell, and snare them... they run at 20%.

I hope this helps anyone starting to solo in RoI.
No more illsalin!
# Jul 25 2008 at 3:15 PM Rating: Decent
Riftseeker's is much easier than this zone, RSS is a couple expansions prior, so count on the mobs in RSS to hit a little less, and have a noticable amount of fewer HP.
No more illsalin!
# Jun 17 2008 at 10:55 AM Rating: Decent
Anyone else wana send mass emails to sony demanding they change the hotzone from illsalin? :|
Beware that even when up top killing Gargs the little fishies will jump up and attack you.

Anyone have suggestions about good camps in this zone?
No more illsalin!
# Jul 24 2008 at 10:12 AM Rating: Good
Quote:
Anyone have suggestions about good camps in this zone?


I duo just outside the cave with the deep orcs in it. I pull the orcs first, empty out the cave (there are 6 of em), then work on the Illsalens up on the ledge right there. By the time I kill the last one, the orcs are popping. Every now and then, I will get an odd witheran roamer, but that doesnt seem to happen to often. I will also get a named Illsalen roamer every now and then as well, a High Priest Preyan.

The Illsalens up on the ridge are arrayed on the two sides of an arch. The two closest to the arch are not close enough to each other to assist when one is pulled. You will need to use a pacy to pull other than that though. They are just close enough on each side for one to assist when you pull. The Orcs and the Illsalens summon. They are partially slowable.

Any other camps?


Oh, and can anyone give me a comparison between this zone and Riftseeker's which is apparently the zone that will replace it eventually? How much harder do the mobs hit in Riftseeker's compared to Illsalen?

Edited, Jul 24th 2008 12:50pm by Harrington
Indoor Zone
# May 05 2008 at 6:10 PM Rating: Decent
Scholar
24 posts
FYI: Not an outdoor zone. Cannot cast SOW or summon a mount.
Access?
# Apr 02 2008 at 10:02 AM Rating: Decent
Scholar
*
228 posts
Is this a free zone or keyed/group/raid/mission/whatever zone?
____________________________
Firecobra
Leader of the CobraForceCrew
Leader of the Dragonring
Ayonae Ro (Tribunal)
Access?
# Apr 02 2008 at 10:48 AM Rating: Excellent
Guru
***
1,088 posts
It says in the zone description above -

Quote:
Continent: Depths of Darkhollow
Instanced: No
Keyed: No
____________________________
http://everquest.allakhazam.com
Vorgannoth
# Mar 11 2008 at 9:51 PM Rating: Decent
I have no idea why, but this mob started to attack members of my group when we went in there earlier this afternoon, starting with our druid. we gave up on teh zone since alla was still down at the time we were attempting this. I wish the cowards that are attacking alla would bug off, I'm getting to the point of wanting to be one of the ones that gets to weld their jail cells closed...
Hot Zone Aug
# Mar 05 2008 at 3:27 PM Rating: Default
Hot Zone
# Feb 28 2008 at 5:02 AM Rating: Decent
As of 02/28/08 New lvl 70 Hot Zone
Video
# Dec 07 2006 at 9:08 AM Rating: Decent
Heres two videos i made for those who head to Draygun or CO9...

Long version..
with instructions on maps etc
http://www.youtube.com/watch?v=yk...w&eurl=

Cut down version..
where to run.
http://media.putfile.com/Ruins-guide-Shorten

Almost all mobs see invis now, need IVU
# Sep 24 2006 at 6:52 PM Rating: Decent
Since the TSS patch almost all mobs see invis now as they are undead.

Makes it better for clerics and such and better for everyone over all since there is not really as much of a mix of types.

Edited, Sep 25th 2006 at 12:47am EDT by murraybrown
Last of the Legion Task
# Jan 29 2006 at 12:29 PM Rating: Decent
Quest: Last of the Legion
Zone: Ruins of Illsalin
Type: Task
Task Giver: Vorgannoth
Level Range: 70 - 70
Rewards:
Normal/Caster: Illsalin Templar Ring
Normal/Melee: Praetorian Earring
Hard/Caster: Preserved Shiliskin Brain
Hard/Melee: Preserved Shiliskin Heart
Time: 2-4 hours

I am missing some details for the mission, but this covers all the significant portions, and will make the task much easier for a first-time group.


Vorgannoth is found in Ruins of Illsalin slightly south of the Undershore zone line. (loc?)

You say, 'Hail, Vorgannoth'
Vorgannoth says 'I mean you no harm, the shiliskin hisses as he bows deeply. I am Vorgannoth, scout of the Shilgrave Legion from Malgrinnor. Many weeks ago, my legion made an attack against this city in hopes of weakening the grasp of Emperor Draygun. We failed, and I watched from afar as many of my kindred were cut down and dragged off by the undead. I've been hiding here ever since, looking for any survivors from my legion. You're the first living soul I've found, so I have no choice but to ask for your help! Please, gather a [group] of comrades and help me complete my mission.'

You say, 'group'
Vorgannoth says 'Here is what must be done.'

Last of the Legion 6:00
Last of the Legion (hard) 6:00

You have been assigned the task 'Last of the Legion'.
Vorgannoth says ''Gather your weapons now then. In a moment, we attack the temple gates!''

You recieve the task step (paraphrased):

Follow Vorgannoth to the Temple of Illsalin 0/1

Make sure your group is gathered around Vorgannoth before starting the mission. As soon as a mission is selected, Vorgannoth becomes targetable and begins walking towards the Temple of Illsalin zone line. Vorgannoth quads for 90 and summons, will agro drachnids, but not your group. You must keep him alive as he makes his way up the hill, into the building, and to the Temple of Illsalin, where the task itself really begins. Vorgannoth can be mezzed, but must be memory blurred afterwards. The best strategy is to pull everything ahead before Vorgannoth paths there, he will agro any unmezzed


Vorgannoth first heads southish up the hill and encounters a drachnid. He then turns east up and encounters another drachnid. He continues south onto the platform and turns north where a winged watcher and 2-3 drachnids await. Once inside, three drachnids are against the far wall, there is one wanderer, and many more to the right. Vorgannoth walks in, any drachnids nearby will agro. To the right of the entrance is a rectangle statue. The west side has one drachnid, the south side has one drachnid, and the east side has two. The far corners of the room each have one drachnid. Once past, Vorgannoth continues to the door east.

Vorgannoth says 'Be wary as we cross the main bridge. We'll be exposed to an attack out in the open.'

Outside there are two drachnids on each side of the path. There was no ambush attack when last completed, but it may be random/bugged. Once past these you arrive at the instance.

Vorgannoth says 'At last, the gates of the Korlach Temple! Hurry, get inside before we are spotted!'

Task stage completed!

Enter the Temple of Illsalin and speak with Vorgannoth 0/1

Zone in by clicking on the door

Once inside, someone needs to hail Vorgannoth. Whoever does so recieves 8 "dampening stone"s, and will be followed by Vorgannoth everywhere they go.

You say, 'Hail, Vorgannoth"
Vorgannoth says 'Welcome to the Temple of Korlach. In his obsession with necromancy, Emperor Draygun befouled this place with the captured ritual altars of our very enemies, the drachnids. Many of my kin's priests whisper that is why the Korlach Leviathan turned on our city all those years ago. Regardless, it is now our responsibility to [disrupt] the dark altars that corrupt this once hallowed temple.'
You say, 'disrupt'
Vorgannoth says 'The altars cannot be destroyed by mortal means, but there is hope. Late in the War of Four Crests, our deathshed priests developed dampening stones which interfere with drachnid necromancy. By placing a dampening stone on each altar, we can disrupt the necromantic aura blanketing the once sacred Korlach Temple. Here, take these stones. If I die, it's up to you to finish my mission. Be careful, once we dampen the last altar a great shudder will shake the Temple of Korlach and the entire complex will be alterted to our presence.'

Task stage completed!

Place dampening stones on the altars 0/6

Now, you will need to clear the entire zone to reach all the altars. You can start pulls on either the right or left side. Much like in the 70.2 mission, the mobs will be level 71-73. They hit up to 2k quad. Watch out for bad pathing as well, as it is common in Temple of Illsalin. To place a stone on the altar, the person with stones simply hands them in. The altars look like large stone chests.

Clear the right and left rooms, each of which contain an altar. Clear the center room, which contains an altar, then the two side rooms, each of which contain an altar. Once all these are cleared and "dampened", your group will head down into the pool of water. Clear all witherans as you head east, and you will eventually come out into a room with 4-5 mobs and a final altar. Pull these and kill them. Now, the ONLY things alive in the zone should be your group, Vorgannoth, and the altar. Go back and check if you need.

Now, place the final stone in the altar.

Task stage completed!

Defeat the dark guardian of the altar! 0/1

As a dampening stone is placed on the final altar, a low rumble echoes throughout the Temple of Korlach. Something large and heavy stirs deep within the stone walls.

Once the stone is placed on the altar, a large gargoyle (level 74?) spawns in the pool of water behind and attacks the group. The gargoyle isn't significantly harder than the trash mobs, hitting for around 2k, but rampages often and can gate at 10% or so. This doesn't move him far, but he is healed back to 32%.

An invisible wave of energy rolls out from the Guardian, summoning aid from all corners of the temple.

The Dark Guardian calls all mobs left alive in the zone to assist him in killing you, thus the importance of making sure none are left alive.


Your faction standing with Fallen Guard of Illsalin got worse.
Your faction standing with Free Traders of Malgrinnor got better.
Your faction standing with Scions of Dreadspire could not possibly get any better.
Your faction standing with Agents of Dreadspire got better.
You gain party experience!!
Dark Guardian's corpse collapses in a heap of deepening shadows.

As the Guardian falls, the drachnid altars it was created to protect begin to crack and crumble. The final mission of the Shilgrave Legion has been completed at last.

Once the guardian is slain you win the mission and recieve the individual reward. The guardian can also drop various loot.
Known loot:

normal
--Illsalin Enforcer Bow
-- Illsalin Sage Boots
--Korlach Temple Fetish
hard
--Illsalin Templar Shield
--Gray Iron Chain Arms
--Legionnaire Deep Diver Tunic
--Light Amphibian Hide Gloves
escort mushroom
# Sep 20 2005 at 6:21 AM Rating: Decent
I taged along with a good group there today for the mission that you have to walk escort a mushroom guy("the last migration"if I remembered right.). A good chanter/bard will come in handy in this mission.
upong finishing, everyone in group got a piece of armor as reward =) the caster version was
"Illsalin Templar Cape"
slot back
ac 17
focus effect : preservation of Xegony
str +10 sta +11 wis+13 int+13 agi+10 hp/mana+145
sv fire/disease/cold +15
required lvl 65

and when the mushroom guy walked to the entrance, a chest poped up with even more loot, it felt like the bonus season near chrismas hehe
it was "cracked coral orb"
slot range
focus : speed of solusek
str+10 sta+12 wis/int+10 agi+12
hp+ 150, mana+160
sv disease/cold + 14, sv poison +13
required lvl 65
RE: escort mushroom
# Sep 20 2005 at 1:43 PM Rating: Excellent
19 posts
I did this mission in Nargilor Pits the other night. I joined it after the group had already started clearing the entrance. One thing to mention is that there does not appear to be any respawn at all. Our group consisted of SK, Druid, Shaman, Beastlord, Necro, and Rogue (me) ... all level 70 and casually geared in OoW Tier 1 Quest Armor and equivalent gear.

Since we didn't have a Cleric or any form of CC, we focused on getting single pulls via the SK. So it took quite a while for us to complete the mission. I think you get somewhere around 6 hours to complete it. It took us around 4 (I think).

Your mission is to find a 'sporali free mind' (or something like that) and escort him to the zone. You begin at the top of a main room that has tiers (think ramps) to it which leads down to a locked door with a named mob called "Guardian of the Pit". There are also about four passages (2 left and 2 right) from this main area that you can clear but didn't appear necessary. One of the passageways (first right) ended in a deadend room with walls that led up to another section of the zone. I was not able to lev up to it though (perhaps someone will have better luck).

Regular mobs hit for 1300's or so max. Named door mob hit for 2200 or so max and enrages (found out the hard way). Once you kill the door guardian, you find out that it's locked. In a room back a bit and to the left as you are facing the door (second left from entrance), there is a chest (shows up on track). This is the only passageway you must clear. I think there were two static and one or two roamers only. The chest was not trapped or locked. Loot the key to open the door. Once the door is opened, it can be opened by anyone in the group (not just keyholder).

Be careful not to get too close to the door when the group is not ready, as there are roaming mobs that path close to the door on the opposite side.

Once you get through the door, there is a platform with ramps on either side leading down to a large room. In the center, at the back of the room, is the mushroom you need to find. You will need to clear the ramp and at least one side of the room (we chose right). Once you get close enough to the mushroom, your task updates to say that you found him.

Once you clear around him, have someone hail him and follow his dialogue. He claims to be afraid and wants you to hang out by him until he can convince himself that it's safe enough to leave. This can and will take several minutes. We actually killed another mob in the room on the other side.

After a time, the mushroom begins to head toward the entrance. Note that he does not follow you (like LDoN) but leads. Once he gets through the locked door, two mobs spawn to stop you. Yeah, this is fun. I think the only way we made it is because the mushroom helps out and gives some pretty good DPS :).

Anyways, once you survive that, he will head up to the entrance of the zone. Once he arrives, he disappears and your task is updated to completion. Additionally, everyone will get an item on their cursor. Casters got the cape listed above and melee got a belt named "Shiliskin Utility Belt" with similar quality stats as the cape (145 hp/mana range). Sorry I don't have the specific stats for you, but I haven't been able to find it listed anywhere.

Also, a chest spawns at the end. It again was neither trapped nor locked. Inside our chest was a +20 attack aug.

All in all, this was a blast. First, it was something different. It was a dungeon crawl, which I like, and it was quite challenging to survive. In addition, everyone got something for the troubles! I look forward to doing more of these.

Hope this message was helpful,

Kverin D'Veldrin
Rogue of the 70th Backstab
Psalm of the Dragon
Drinal Server
Adjacent Instance zones
# Sep 16 2005 at 8:45 PM Rating: Decent
The Nargilor Pits
Mobs there all Red
an illsalin war mage
an illsalin soldier
an illsalin war chaplain
Emperor Draygun, the Lich King
a lost soul (kinda looked like shadows in 3 forms werewold, the skinless drakes in the nest and like the emperor draygun)

Fight kinda went like this. fought straight up till 80%. his mitigation was awesome. ony hit for about 65 max. then got some adds which we killed down to like 3. then they poofed (He absorbed their powers) and then went to fight the Emp again. his mitigation was alot less. So definently gotta kill those adds.

your post
# Sep 16 2005 at 2:01 AM Rating: Decent
Think that was one of the better post's i have seen in a few months I will be going there today hope i can add some more was gonna just got with a 3 man group but after reading it was a challenge i have called in a few friends for this and we now have a group of us all level 70 good luck on next quest will try and let you know what we get.
First Test
# Sep 15 2005 at 10:48 PM Rating: Decent
Took a good group over to check out the new expansion. All lvl 70. Clr, Shm, Wiz, War, Enc and Mag. (Me)
We did The Task 'Preemptive Strike" (Hard)
It was, in fact, a fairly difficult run. With no previous experience in the zone, it was a real learning experience. Fortunately we have some practice grouping together and were able to complete the task.
The rewards were:

Conqueror Stone

MAGIC ITEM LORE ITEM NO TRADE AUGMENTATION
This Augmentation fits in slot types: 7,8
Attack: +30

Restrictions -
Slot: EAR HEAD FACE NECK SHOULDERS ARMS BACK
WRIST RANGE HANDS PRIMARY SECONDARY FINGERS
CHEST LEGS FEET WAIST
Required level of 70.
Class: WAR PAL RNG SHD MNK BRD ROG BST BER
Race: ALL


Voyager Stone

MAGIC ITEM LORE ITEM NO TRADE AUGMENTATION
This Augmentation fits in slot types: 7,8
Mana Regeneration: +3

Restricions:
Slot: EAR HEAD FACE NECK SHOULDERS ARMS BACK
WRIST RANGE HANDS PRIMARY SECONDARY FINGERS
CHEST LEGS FEET WAIST
Required level of 70.
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

Each member of the group got the appropriate stone. I'm curious to see what I'll get with the next one, since the Aug is Lore.

Tolchez
Arch Mage
Misericordia
Cazic-Thule


RE: First Test
# Sep 17 2005 at 12:12 PM Rating: Decent
You should have had a bard along, would have made things alot easier

Bohicat Smelycat
Singer of Songs
Alarius
Cazic-Thule
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