Crushbone

Quick Facts

Type:
Outdoor

Expansion:
Faydwer

Instanced:
No

Keyed:
No

Level Range:
5 - 20

Send a correction
The Orcs of Crushbone are the bane of the Elves of Faydark. Inside this orcish stronghold are numerous camps, an underground slave mine, and a castle which houses the leaders of Crushbone Clan.

Note: For the higher level revamp version of this zone (available only in special events - usually branded as "Hardcore Heritage", running several weeks in the spring and/or summer), click here.
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Post Comment
casters - how to solo legos
# Dec 27 2000 at 11:58 PM Rating: Default
Tired of having your spells interupted when trying to get the legos? With a little practice, there is a glitch that makes them fish in a barrel for 8-12 wizzy. There is a ledge just past the flag pole when entering the zone. It starts almost in front of the pole and extends toward the bridge on the left.

The trick is that the orcs have to get up on the ledge on the far left hand side nearest the bridge. If you get on the far right hand side, you can jump up and down the ledge causing the orcs to turn around, run back to the end of the legge then come back to attack. By the time they get to you, you just jump back up/down. The have to run all the way back again to get you.

It takes a little practice to get the timing down, and be careful not to pull more than 1 or 2 legos. If you do, the zone is near. Also BEWARE the trains! They will run very near this area, so be prepared to zone if some one pulls a big train from the castle.

This strategy works well for lower level partners where one can pull while the caster waits on the ledge.

Good luck and happy hunting!
RE: casters - how to solo legos
# Jan 25 2001 at 10:13 AM Rating: Default
There's another spot that's pretty easy to attack magically from. After zoning head left over the bridge towards the slave caves. Pick up a train and head to the hill right before the caves. Use loc and stand at approx -227 607. If you get attacked back away to the opposite side of ledge so the orc backs off, and then just try to place yourself again.

Once you get in position you can cast spells and meditate without getting attacked. Orcs will run around in front of you but they cannot hit. Be careful, there is a chance that the orc will run to a spot where your spell can't hit them either, causing you to waste some magic.

Also, while meditating all creatures near you will join your group of trapped orcs. This will net you some centurians, but will also complicate leaving your spot.
using a group to take over the thrown room
# Dec 13 2000 at 6:08 PM Rating: Default
should i take a group in the thrown room and kill whatever spawns because my friend said that he did that and gained good xp i wasn't sure
RE: using a group to take over the thrown room
# Apr 03 2001 at 2:13 AM Rating: Decent
The experience is good, but there are a few things to be really careful of there and a few ideas that might help you avoid that boring run from the Orc lift to get your body (or getting a train dragged onto you by an very irrate ex-group member that has a valid reason to be PO'ed). I've watched a number of groups (good, bad, and mediocre) try that room and I'd like to believe I've learned atleast a few things about handling that place.

One, regardless of what anyone says there is no completely safe spot to rest in there even for a short time. You always have things with large aggro ranges popping up all around you and for such big ugly mugs those orcs are stealthy. Add in the background "noise" from the groups hunting outside and you won't know that that lego is after you until "An Orc Legionairee hits YOU for 20 damage." Always have atleast 1 (2 is better) people on watch so if something does pop up you get warning and it can be dealt with quickly.

Two, if there's a group in the tower be prepared to have trouble dragged onto your head and have an escape plan ready. Unless the tower hunters are very skilled and/or massively powerful you will likely have Crush, D'vinn, the Prophet, or Royal Guard heading your way and a bunch of irritated legos and cents trying to get inside if they make it to the passage. I've been caught mid-evacuation several times in a press between the two group and its not pretty. I've been in most low-to-mid teen areas and I think that castle is about the worst for getting a body back if you don't have some form of invisibility handy. Between having to cross a guarded bridge then the entrance and that narrow passage you have little if any room to slip past an orc, and when you do loot your body unless you've been able to drag it back outside (remember point one?) your at constant risk of being blind-sided while half-naked by orcs known to be bash-happy. Get stunned when your down and your going to be retreiving 2 corpses this time.

Third, make sure you know who is doing what when and to whom its being done. Since normal pull-and-butcher tactics don't work well here with the spawns popping up all around you its very hard to get just a single critter alone for killing, the ability of your group to coordinate becomes vital. If you have people capable of crowd control (enchanters are best but anyone with harmony, stun, or even root spells will do in a pinch) you need to use it. Single out one orc and have your traffic cops neutralize the rest, then completely elminate the target before moving to the next one (and make sure that all the nukers/tankers are going after the SAME orc). If you don't have good crowd control then the tanks have to deploy to engage mupliple targets so your casters don't get slaughtered by a stray legonairee. This means your casters will really have to work overtime in the coordination deparment. Instead of "pick your target and vaporize it" they need to concentrate on knocking out each target in turn as quickly as possible; I recommend starting with the smaller orcs unless there's a real threat of one tank beind killed (and freeing up one orc to reap mayhem). The tougher orcs seem to have better resists so its more effective to fry the small stuff to free up the tanks to deal with the big threats.

Fourth, and this is a particular peeve of mine, get a fair loot plan decieded before the loot drops then stick to it even if its means booting a member. Since the majority of the money to be made here (and it can amount to a decent amount on a long camp) is in the form of non-lore items sold to players like shoulder pads and the occasional dwarven axes rather than cash or high-price lore items, you need to insure that everyone gets a fair split. Even when someone whines that they just need "3 more shoulder pads so I can level" make them wait until their turn comes up. I've seen (and been in) a number of groups that disintergrated with very nasty feelings because one or two people grabbed all the loot while the rest were busy healing/meditating or watching out for new spawns. This normally results in a group that can't hold the room and either has to leave or gets slaughtered and then still has to leave. The solution I've used most often is to have a single master looter (usually the most-trusted person or someone to whom the loot is relatiively useless and if no one like that is available I try to get a person from a guild with an ethics policy and/or substantial collateral) who loots the bodies then divides it up into equal shares. If someone expresses a particular interest in an item (for example, the cleric wants the Bracer of Battle or the fighter is eyeing that dwarven axe) consider letting them have it - but ONLY if they are willing to surrendor a portion (or all) of their share of the loot. I normally exclude coin purchases from this since CB doesn't give any large payouts and its already divided up by autosplit.

If anyone else has any tricks, ideas, or ways to make that room work better let me know. Next time I'm in the CB area I'll give them a try. Ill Omen gets repetitive (plus down right hazardous when the SoW goes on a long pull) when your elected group puller constantly. Nothing like cutting helpless orcs into pieces and leaving their decaying bodies for the younger generation to loot to remind you why its all worth it. Plus getting the occasional item you can use is nice too.
RE: using a group to take over the thrown room
# Dec 24 2000 at 4:07 PM Rating: Default
Yes you should take a group into the throne room, just be careful not to disturbe D'vinn upstairs before you've got a group of 16's or higher that are ready for hard fighting
RE: using a group to take over the thrown room
# Feb 02 2001 at 12:37 PM Rating: Default
Throne room is great for camping and the exp is good if you get into a good grp. Easy way to avoid dvinn in the tower is to have a ranger in the group. Using my ranger means that i can always let my group know when hes awake so we know not to go up there. Good hunting : )
RE: using a group to take over the thrown room
# Mar 01 2001 at 6:55 PM Rating: Decent
If you dont have a ranger in the group then you could stand outside the castle and look into the room where crush/dvinn lays and click around in the area (you will see a few heads) and after a few clicks it will either hit on crush or dvinn.
i have done this myself i suggest you give it a go..
Soloing?
# Dec 11 2000 at 1:49 AM Rating: Default
I am a lvl 5 ranger and considering going to Crushbone. Where can I safely solo and fight. I can't get in a group because I'm always getting kicked off the computer by my parents :( What to do?!
RE: Soloing?
# Dec 24 2000 at 4:15 PM Rating: Decent
When you first enter CB there is a passage way, which leads to a clearing. This clearing is where you should hunt. The cents in this area are 3-6 with quite a few pawns as well. This is the best area for soloing as there is almost something for you to get. Be careful not to head down the passage to the right, for there are leggo's and high level cents, waiting in the general area. Also be sure to listen whenever someone yells train as it will be right in your area. After level 8 go up to the trainer hill, and at 9 or 10 go to the slaver pits. You may want groups, and don't let yourself worry about being kicked off. Just warn the group before you join that you may need to leave at anytime. Most are happy to have a tank.
RE: Soloing?
# Dec 18 2000 at 8:21 PM Rating: Default
Do not go into Crushbone yet. Wait until you are at least level 8, if you are going to solo. Stay on Orc hill or by the enterence to Crushbone. If you stay by the enterence you can run to the Crushbone zone to get away from the MOB.
RE: Soloing?
# Apr 19 2001 at 4:46 PM Rating: Default
Not to be mene but at that lvl if a train of good things come on you you cant even zone within a minute you are dead
RE: Soloing?
# Dec 12 2000 at 3:25 AM Rating: Good
If your willing to risk it, this zone can be perfect for you. As long as you stay very close to the zone, you can hunt the lower level cents and the pawns. There is, however, a better place for your level to solo. The skele tower in BB has 3 spawns, and the Druid ring right around the corner has 4. Only two spawns are linked, so this is a wonderful place to level up. Besides, if you want to stay in CB, once you get enough belts, you will want to come to Kaladim anyway to do the quest. On the way back, stop by this camp and rack up the exp. Good Hunting!
Trains in CB
# Nov 16 2000 at 1:07 PM Rating: Default
I know I'm not the only one who feels this way.

TRAINS ARE DEADLY. Exspecially after a big pull of Lego's from the throne room. Now if you can kill the Orc Warlord or Dvinn solo, thats great! The only thing that isn't is that you bring a huge train of orcs out with him, and anyone in there path without an mid level teen group, will be slaughtered. So please, if you know you can't handle all of those Orcs stay out of the tower.

I personally like to camp by the wall with a group or even the throne room itself, but this can be a very deadly camp. Many people run out of the tower with Crush or Dvinn on there *** and they try to make it to the zone, running right past the wall with a big train. 9 times out of 10 they die. Even more-so if they are going at it Solo. That leaves your 12-16th level group to take the fall, in which you have two choices. 1- Die (not so popular) 2- run for the zone. When running (the orcs give chase of course) even if you make it to the zone you leave who ever else is in the entrence to CB, to die. Was it your fault? Maybe.... but I'd blame it on the person who pulled Dvinn out of the castle before the person who was just trying to save there neck. Anyway, if this ever happens to you you will be blamed for pulling a train to the zone when it wasn't even your fault. Sound fair?...... Well it isn't. These trains are death to most and don't care if your level 30 or level 5, so watch out for that one person who you know is going to get your group killed.

PS - When someone shouts TRAIN, it could be a slaver, a lego, or even Dvinn. So you never know whats coming around that corner. BEWARE.
RE: Trains in CB
# Dec 09 2000 at 9:37 AM Rating: Decent
This is as good a place as possible to put this... in response to the PS...TRAIN, it could be a slaver, a lego, etc...there is a really nice variable in the game called %T (someone correct me if i'm remembering incorrectly). Make a HOTKEY that goes something like this:

/shout TRAIN TO ZONE!! At least one %t and possibly others

If you need to use it, try to keep the biggest, baddest, bad guy [:)] targeted to people know what you are bringing. I've not tested this anywhere but CB, but it should work when you are in a zone that only has one exit and/or a main exit that 99% of trains go to.

Keep fighting the good fight.
Evil must, and will be, destroyed.
Erobate (Paladin-in-Training)
Tunare Server
Guild of Elidor
how to run from orcs
# Oct 09 2000 at 9:43 PM Rating: Decent
If you are running from a bunch of orc and get in the cave near the zone stay on the left wall because the orcs have a set path in the middle of the cave,they must take this path and this may give you the extra time you need to get through the zone.
Minimum level
# Sep 21 2000 at 10:13 PM Rating: Good
36 posts
Contrary to what seems to be popular belief, you don't have to wait until you're level 9 or 10 before entering crushbone. It's quite easy to make some really good experience soloing here as low as level 5 or 6. You just have to be careful. Some tips are to stay out of the way of trains. There are a lot of them, and they can kill you fast. Of course, that's true all the way up to the 20s, crushbone trains are never friendly. Look at the size of the centurion before fighting it. The higher the level, the bigger the cent. This isn't so noticable with Legionaires, but with Cents especially you can get an idea if it's on the high end of blue or the low end by it's size. Assuming it's blue, of course. My favorite spot at low level is the first bridge if you go left out of the zone. Rarely camped, most of the spawns there are low level, and if you see something you don't want to fight, there's a good chance that the next group going past on the way to the slaver camps will pick it off for you.
RE: Minimum level
# Feb 06 2001 at 8:51 PM Rating: Decent
You can also find success here as a lvl 4 cleric (one of my other characters has done this). All you have to do is strike a healing deal with people and they will sometimes let you loot the corpes, sure you;r not gaining the Exp points, but the loot you carry away will get you the armor and weapons you need when you deside to try your hand at fighting here.
CB tips
# Sep 14 2000 at 8:20 PM Rating: Good
Crushbone a great place to level ive been to just about every venue in the place. here is my litil lev list

8-11 trainer hill possibly the weakest zone ive occasionally seen a lego up here but besides that its just cents and the trainer

8-12 slaver camp a zone with a lot of cents but the slavers and with the lego camps near this is a much more dangerious zone than trainer hill come here in a ful group if possible.

10-13 this is a full group area it is located by the second bridge and the pits next to it this is a way more dangerious place than the first 2 i listed but the rewards are more than worth the risks legos and slaver spawn alot here and the taskmaster too, accross the bride is a little area where mostly cents and really tuff oracles spawn be ready for alot of fighting here,however after the humanity of it all there may be a 1-3 min rest this is a good time to rest heal med or pick up your buddys disembodyed corpse (tip)try not to loot tell all the fighting has stoped

11-17 the throne room well this is just about ground zero if you cant handle slave pits dont even bother here just about every type of orc but the taskmaster,trainer,pawns and slavers spawn here.this is a deffinate full group area.be ready for legos,emmissarys,cents,and oracles. the worst or best part about this is that if a bunch of idiots deside they wanna tower and cant hack it you may have a free shot at crush if dvinn comes and your group is under 16 just run drop everything that your doing shout the train to everyone and run.oh ya one more thing darnish and the warlord always seem to spawn in the middle of a good fight watch for them.

17+ the tower well be ready for the hardest fighting CB has to offer Emporer Crush and DVinn spawn here and the rg is in there to you will also get alot of emmys up there.

tips

*make friends here you will group alot good freinds are a good thing to have in here more grouping oppretunties
* get armor alot of ways to die here the easyiest is well to get attacked and killed because your under armored banded is considered to be good but leather can do the job for the lower levels

Forgoten Relics
# Sep 13 2000 at 8:53 PM Rating: Good
*
102 posts
Although Crush and Dvyinn are well known throughout the zone, as well as the DRT and DD that they drop, many people also forget the other three named mobs that pop inside the castle. The other two in the tower include The Prophet, who drops a blued orc head(Felwithe quest), a tattered recepie(?), a note(?), and sometimes Tergon's spellbook (ak'anon quest). The other, is The Warlord who is remembered for his BoB, a fairly expenisve wrist slot item that adds Str, Dex, and AC, and is also used in the Screaming Mace quest. The last named mob, who I have seen spawning in the throne room is Lord Darish who drops the 1 and 2 handed versions of the Dwarven Axe.
Gedran
Crushbone
# Aug 31 2000 at 9:22 PM Rating: Default
So you are bored of orc hill? GOOD!!!! Now you come to crushbone. There are many fun and rewarding quests here. It would take a long ime to name them all and describe them but here are a few. The Shiny Brass Shield quest give you the shield which is fairly rewarding for most classes since they can use it. Look through ALlaKhazam's quest guide for information on the quests here. Some very popular spots here are trainer hill, orc camp, crush castle, slaver mine, and slaver camp.
Trainer hill is home to the orc trainer who hold some decent items. On the hill there are also cents,and an occasional pawn.
Orc camp is home to must of the most common orcs like pawns, cents, legos and sometimes slavers.
Crush Castle is popular inside and out. Out side is home to legos and cents. Inide however hold all the orcs including Emporer Crush and D'vinn.
Slaver Mines or caves are the most common place for slavers. Most people go there to free slaves but there other slave spots. In case of an emergency there is a back way out of the cave. In an absolute emergency there is a waterway in the back that leads out of the cave. Make sure you swim fast or have a speed spell or you will die in the water.
Slaver Camp is basically the same thing as the cave but is the outside part of it. It consists of a couple cabins and apond in the back of it. Manily the same stuff from the mines are here but less slaves and orcs.
A word to the wise there are many stray unmentioned orc around that Ihave not met personally. I am only lv 9 but I invised myself and explored a lot. D'vinn has a pet I believe or some other but I beilieve it looks like an elemental and is about lv 10 or 11.
Crushbone can be very dangerous for the solo artist so be careful alone. Try to stay in groups because you never know when the orcs will call you their next victim.
RE: Crushbone
# Apr 16 2001 at 2:03 AM Rating: Default
only 1 dude in CB has a pet (well 1 NPC that is).

thats relton bren-something, hes a pain in the bum. hes found in the slaver pits, near where the taskmaster spawns in a rather deep pit.

the thing that makes him such a pain is tghat he has a earth elemental pet that is around level 14 (with himself around 15). the pet, like all other earth elemental pets, can root, and fer a level 12 taking a look around could cause a lot of problems......................................


hope that helps :)

Tanks 5-20 safely
# Aug 30 2000 at 4:31 AM Rating: Good
If you play it safe however and kill only what you can, CB can be an enjoying and money making experience. The loot is very good (CB belts sell for 1-2pp to other players and Lego pads sell for 2-3pp), the exp is good and the faction gain is great for all but dark elves. If they do hunt in CB, they will become KO's in Neriak which then gives them a very lonely life, being welocome in even less places. For all you non DE tanks out there, this is a guide i have compiled which will hopefully make your life easier. The level guides i have included are for non-twinked players, twinked chars can handle the mobs at significantly lower levels.

As a tank you can go into CB from about level 4 or 5 onwards. At this level GET OUT OF THE TUNNEL. It is said to be safe by many but IMHO it is the second most dangerous place to be in CB (first being the TR) because this is where ALL the trains will end up.
You should start by going left from the entrance to the bridge, everything here should be easy to kill in a group of 4-6 members of your level (because the all aggro) but once you reach 6 or 7 you will be able to solo all of them at once. After this, you should move on to trainer hill. In a group you will be able to take all the spawns with ease except when the trainer spawns high. The trainer also occasionally drops the SBS which can be used or sold for about 10-20pp.
At about level 10/11(or lower if a big group), you and your group can safely move into the slaver caves with the group waiting outside by the slaver hut (with the NPC's for the screaming mace quest) and the tank pulling from inside. Slavers and cents are the main spawns here with the occasional pawns and lego's. The lego's are great exp if there is only one but if there are more it can get tricky.
At 13you have the choice of several hunting areas:

1. The tunnel and entrance to GFay - mopping up the trains from the castle that happen regularly

2. The slaver pit where the taskmaster spawns

3. Outside the castle killing lego's slavers and the occasional emissary and royal guard from the throne room that is trained out - don't go INside unless there are at least 10 of you at your level because nobody likes low levels training crush and D'Vinn and wiping out half of CB's current PC population!

This will give you good exp till about 15 or 16. Now is the time for the fun to begin. Many people will have left CB by now because of the repetition of killing orcs, however now you go into the throne room (in a LARGE group - at least 4) and get some real action. The TR has a reasonably fast spawn rate and you WILL need a healer and its also nice to have a couple of pet classes as the pets can take the strain from you. Make sure you kill oracles, royal guards and emissarys first. These oracles are not like the others you fought before. They are mid to high tens in level and can hit in the 20's whilst casting lots of nasty spells on you. BEWARE. If your group is the only one there and D'Vinn spawns, run like hell! The best option is send a pet on him and jump out the window and run to zone. Don't stop otherwise you WILL die at this level. Level 20's still shiver at the thought of being put up against D'VInn. He hits for up to 44 HP a hit and has dual wield and double attack and stuns regularly. This means that if he attacks you you will lose several hundred Hp in a matter of seconds.

Nabot - 13 paladin of Bristlebane (always LFG)
RE: Tanks 5-20 safely
# Dec 24 2000 at 6:02 PM Rating: Decent
Although most of the above information is correct, You can do quite of bit of it at lower levels. (1-3 lower than what he says) Yes you may die a couple more times, but it is well worth the risk. Also if you are in a group of level 16ish at top health you would have a decent chance against Dvinn. So if he is by himself, it would not be suicide to stand against him.
RE: Tanks 5-20 safely
# Dec 19 2000 at 4:47 AM Rating: Default
LoL
DVinn is not a rogue, he is a dragoon, because he can kick.
now tell me if a rogue can kick...=P
RE: Tanks 5-20 safely
# Oct 23 2000 at 11:42 PM Rating: Default
Dvinn SUCKS
RE: Tanks 5-20 safely
# Oct 18 2000 at 5:03 PM Rating: Default
Dont forget..>D'Vinn is a Rogue and he *WILL* backstab you for more than his regular damage! For this very reason you had BETTER be sowed or near zone when a TR train comes rolling through.
RE: Tanks 5-20 safely
# Oct 11 2000 at 10:40 PM Rating: Default
I emphasize, RUN FROM DVINN
#Anonymous, Posted: Oct 11 2000 at 10:40 PM, Rating: Sub-Default, (Expand Post)
RE: Tanks 5-20 safely
# Feb 27 2001 at 9:02 AM Rating: Default
i made a "RUN RUN RUN *ITS DVINN* RUN RUN RUN" hotkey while i hunted there... roflmao
c
# Aug 26 2000 at 9:24 PM Rating: Decent
One thing I like to do in this zone is to camp the trains. If anyone shouts "train", I would run to the zone and start thwackin the mobs that were trained. This gives me easy access to a lot of mobs, and, if they are too tough, the zone is just a few feet away. I once went 3 trains in a row, just standing there and gettin em as they came in. I had to zone, unfortunantly, when the tower stopped by for a peek. 70% of the time there are legos and emmessaries trained, which are easy kills for me. If there are more people, I can take on multiple legos and oracles and, once, even crush.

P.S. sorry bout the title, my finger accidentally hit the enter key prematurely, It it was supposed to be "camping trains".
Tired of the Trains? Try this spot.
# Aug 26 2000 at 12:19 AM Rating: Decent
21 posts
You have tried all the spots mentioned and still get trained by some fool? Well, take a meander over by the slaver hut, going the route that start with a left out of the zoen tunnel. After you clear the slaver hut there is an incline that elades up to the lego / cent camp area. Dont go there, someone is starting a train there. INstead, step inside the little alcove to the left just past the water. In here is a double spawn point, and 50% of the time one of the two will be a lego. If you are medding in the alcove corner nearest the camp I just mentioned, you are out of aggro range for this spawn. The lego spawn is on the same level as you, the cent spawn is on the ledge up and to the right. The tunnel up there just elads to the back of the small hut across from the slaver cave - nothing ever comes through there. My level 10 paladin was soloing legionaires at this spot. If the spawn is going slow, you can pull a mob from the camp above, with caution...
young ones
# Aug 25 2000 at 3:51 PM Rating: Good
for you young casters i have a great spot for GREAT exp and is really safe. To the left of the zone ent where the bridge crosses the river. instead of going over just follow the wall and there is a spot where you can safely med and pull from 4-5 spawn points. this works really well with pets though i havent used a wizzy. you can lvl quickly here and not get hit by trains =-) Good luck and good hunting
A plan of the zone for melees
# Aug 23 2000 at 9:42 PM Rating: Excellent
I first really started hunting in crushbone around level 8 as a ranger. I always looked for a group to do something higher than I could do solo, yet groups aren't always able to find, so I realized where I could and couldn't hunt.
Level 8-10
There is no real "Good" place to camp in this zone as a solo ranger at this level, I advise wandering around the entrance pulling the solo centurions who spawn in the general area, always snare at the begining of the fight, so should every orc in the zone decide that you are the next canidate for being a bloody pulp, you can escape, not that that is a unique ranger stragedy, but it deserves reiterating.
Level 10-12
At these levels I would suggest going to trainer hill. If the hill is clear when you get up there and camp all the spawns, getting occasional blue cents and the trainer should be killable solo most of the times, with an occasional one that will beat you, if the hill is full, I would suggest heading into the slaver caves, maybe with a partner, and handling the orc slavers.
Level 13-14
The hill and the caves are still great places to solo at these levels, and a partner could make essentially every lego in the zone, if one could be found. The hill is less preferable at this level due to the only spawn that consistenly will give exp is the trainer, The slave pits can be done, just be careful of the Taskmaster, who could be taken down with few problems, Just be fully healed.
Levels 15-16
The lego camp was great for these levels when I couldn't find a group. The legos spawn consitently enough to yield constintent EXP and almost no one ever camps the area. Virtually all the centurions in the zone will stop aggroing on you. The castle is also a place to go if another group is in there, politely ask to take a split of the spawn, and many groups will let you take a lego or 2 off their backs if you ask politely (always play nice)
Levels 17+
I would personally advise leaving this zone around this level, The legos who are the bread and butter of this zone will still give exp, but are begining to con green, and better exp lies elsewhere. If you still feel you want to stay I would advise going into the throneroom...

Partners-

Normally working fighter/healers pairs will work well in this zone (and basicily any Zone). You could basicilly take the step up the little list I have and take a higher group.

Group play-

Lower level groups seem to handle both of the slave areas with ease.. Higher groups (13ish) can start venturing into the throneroom for better exp and even the throne room is some high level is camping Dvinn.

This is what worked for me as a ranger, It would probably work for any of the melee classes, I think that the Casters would do things differently, and I can't comment on any of the caster classes, Don't follow my little speech if you are one of those classes, or don't yell at me when it doesn't work. Crushbone is a great low level zone, with less trains than Blackburrow and an easier map than Blackburrow too. Anyway, thats my 2cp, enjoy
35+
# Aug 23 2000 at 12:52 AM Rating: Default
If the zone is nearly empty I like to run my 35 warrior into CB. One night I ran in killed the Trainer and got the SBS, then killed the Taskmaster and got the earring, then was able to get Lord Darish but he didnt drop his axe. I then moved up the tower and soloed Crush and the others, had time to sit and heal a bit before DVinn popped and got his Dirk. Not a bad nights work in an empty zone. No exp but made about 100pp in an hour. Again I only do this when the zone is near empty, I remember when I was first hunting the Trainer and how mad I would get when 30+ people would run up and kill it before I got a swing off.
RE: 35+
# Apr 16 2001 at 2:29 AM Rating: Default
ahhh.... i feel you pain. however, i didnt get my Shiny Brass Shield till level 11. The zone was empty (the best thing bout playing on a server dominated by americans, hehe) found a level 14 cleric who helped me get the nice shield, in return i paid him handsomely (15 plat actually, i had like 50 plat, and im untwinked at level 11) so he could buy some new spells. the trainer spawns more often than other named orcs, but only carries the shield every now and then (had to kill him 13 times!)

nice shield for low levels. but thats just my 2cp
RE: 35+
# Apr 16 2001 at 2:25 AM Rating: Default
stategy
# Aug 23 2000 at 12:18 AM Rating: Decent
I post this because I still see many newbies hunt at orc hills. It is true that you can still get exp at orc hill at level 5 ( well some orcs con yellow there =P.) But at level 5!You should hunt the orcs inside Crushbone near zoneline. Why? because: a.) you can run zone. b.) Belt for quest.(the orcs on hill no belts.)It just sounds dumb to run from orc hill all the way to guards when you know you can't take them.Why don't hunt near zoneline? Just be aware of the trains from castle is ok. =( And yet, when you are level 10- 15 go hunt near the slavers for key quest. Ask the players there, there is a SAFE POINT near the pond and the village for the legionaries. That safe point still working. If you got a train and you are a melee, run up there and rest until you got full hp and ready to run zone.If you a caster, just go up there and gate. I love there.
RE: stategy
# Jan 27 2001 at 4:28 AM Rating: Default
Orc belts now drop on orc hill in Gfay
RE: stategy
# Dec 19 2000 at 5:02 AM Rating: Default
at lvl 5, alot of orcs at orc hill is yellow to you, even some red ones, and if you run from orc lift to the ent of crushbone, orcs might just kill you on the way. =P
For casters, esp. wizards.
# Aug 22 2000 at 10:56 PM Rating: Good
There is a really easy way to make a mark nuking in Crushbone that will get fast experience. Dispite having a downtime, it is a great way for wizards to murder solo due to difficulty getting spells off while being hammered by mobs.

As you enter CB to the left is the bridge and the river. Move forward until you are about parallel to the ramp leading off to the slaves on the opposite side of the river.

For some reason, NPC's are scared of water.

First of all, ignore the bot spells. The mobs will move.

Cast your first offensive spell at a mob on the ramp and wait. It will run towards you and take the long way to get there.

Keep blasting. If you pull it off right you can kill it or bring it to one spell from death before it reaches you. Yeah it will run your mana into the ground but you don't have to dirty your hands.

Some tips:

1. Make sure the bridge is clear before pulling. It gets ugly when three or four centurians rush you all at once.

2. The space between the two trees on that side of the banks is relatively free of spawns and, except for once in a blue moon, rarely trained.

3. If you pick your spot well you can see three spawn points; the ramp, and the two bridges. More spawns is a good thing in CB which is habitualy over-crowded.

4. The pawns are green but kill them anyway. They are place holders and the quicker they die, the quicker better mobs will show up.

Hope this helps.
Working your way up
# Aug 22 2000 at 4:35 PM Rating: Excellent
18 posts
First, if centurians are still tough for you, you're better off fighting the many that spawn outside. What, centurians too easy? Welcome to Crushbone!

After cents, slavers are the next targets. In addition to the better exp for killing them, you get exp and faction for freeing the slaves with the keys you'll find. Slavers can be found near the slave pits on the right or the caves on the left.

The key faction varies by the race of the slave you free. Here are how the keys work:

#15 - Frees Retlon Brenclog, the gnome mage in the far right pit. He doesn't go aggro on everyone when you free him with a key as many suppose. If you see him on a killing spree in the zone, it's likely because someone attacked him or his pet and either ran or paid the consequences. Any slave pulled from their spawn in this manner will aggro on people killing orcs.

#16 & #17 - Free male and female dwarves, respectively.

#18 & #19 - Free male and female wood elves, respectively.

#20 & #21 - Free male and female high elves, respectively. It's good to free these folks quickly with keys because they'll heal the orcs while you're fighting if they're held captive nearby.

I have no idea what keys #22 - #24 do, though the slavers drop them.

You'll still have the occasional cent or legionaire spawn instead of a slaver. If you're fighting by the pits on the right, the taskmaster also spawns there. His earring is a kind of wild-card key that will free any slave. If the slavers are giving you much trouble, you'll have a lot of trouble with the taskmaster.

In addition to slavers, the orc trainer on the top of the hill sometimes drops a shiny brass shield, so he's frequently camped. There are also three pairs of cent spawns on top of the hill. The trainer spawns just the other side of the fire.

Once slavers are easy, move on to legionaires. The two popular places to fight them are the two bridges near the castle entrance. Warning, though, the one closer to the zone sometimes gets trained from the castle. Remember to save those centurion belts and legionaire shoulder pads for the quests in Kaladim... the experience adds up. The legionaire bracers aren't a quest item that I know of.

Once you can take on legionaires with no sweat, you're ready to move into a group for the castle's throne room. If the room is fully spawned, it's got a lot of orcs there, and many an unwary adventurer has pulled half the room just trying to get a peek. You need a fairly full group at the low end (actually, two lower level groups or one higher level can comfortably hold the throne room). This will see you well into your teens, but you really need a good-sized group if they're still good exp for you.

Behind the throne is the passage up to the tower, where Emperor Crush and Ambassador D'Vinn spawn. D'Vinn is a dark-elf rogue in the high teens, but hits a lot harder than his level if he were a PC. A full group in their upper teens or a few higher level folks are needed to wipe him out. If you can take D'Vinn, Crush is no problem (unless they happen to spawn at the same time). Crush often drops the dwarven ringmail tunic, nice to wear or use it for the screaming mace quest.

One last notable spawn is the warlord, who is much-sought-after because he sometimes drops the bracers of battle needed for the screaming mace quest. He roams around the castle area, so you may run into him inside or outside the castle. He seems to be the hardest orc to kill aside from Crush.
RE: Working your way up
# Sep 01 2000 at 3:44 PM Rating: Default
D'Vinn can also spawn in the low 20's.
The royal guard also spawns in the tower as well as an oracle. Hope that Crush, D'Vinn, Royal Guard and Oracle don't spawn at nearly the same time.

The Royal Guard and Oracle are in the mid to high teens.
RE: Working your way up
# Oct 11 2000 at 10:38 PM Rating: Default
Prophet also spawns in upper throne room, he is usually the same level or higher then crush and casts higher level offensive spells, he is better then the warlord more then half the time. If you are camping upper throne room make sure to be fully healed if under level 20. If dvinn spawns and you can't kill him, and chances are you can't unless you are level 20+ , run, I am a warrior, I don't know how it is for casters
RE: Working your way up
# Feb 24 2001 at 10:40 PM Rating: Default
casters have it easer if your a ranger than at lev9 you get heal and burst of flame at lev 15 you get root burst of fire and invoke lightning.so at lev15 root him then just blast till your mana is gone or he is dead
RE: Working your way up
# Oct 25 2000 at 7:43 PM Rating: Default
Also, the Lego Bracers are used for a high iksar/ranger quest.
RE: Working your way up to LAST!
# Sep 15 2001 at 2:34 AM Rating: Decent
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