Howling Stones (Charasis)

Quick Facts





Level Range:
40 - 60

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Charasis was built by the Kunzar Tribe shortly after the Shissars were driven out of Kunark.
It is the birthplace of Venril Sathir and is where he planned his war against the other Iksar tribes,
a war which saw to the formation of the Sebilisian Empire under Venril's leadership.
Charasis was entombed soon after the fall of the Empire and is presently occupied by a large number of undead,
including the spirit of Venril's one-time companion, Drusella.

Charasis, also known as The Howling Stones, is located in the middle of the chasm in The Overthere,
and is guarded by several Venril Sathir-aligned scorpikis.
You must complete a quest in order to gain the key necessary to enter the zone.

Tip of the North WingInside the East WingThe PitHexbone Skeleton
The South Wing's Crypt SpectrePassing Through the Fake Venril Sathir PaintingCorridorPlenty of Undead and Golems
Post Comment
# May 19 2005 at 11:12 PM Rating: Decent
Where Do u get the zone in key for here?
# May 28 2005 at 6:23 PM Rating: Decent
62 posts
2 pieces -

Xalgozian Fang - in Kaesora
Jade Chokidai Prod - in Lake of Ill Omen

Then turn em in to Dugroz - in Swamp of No Hope
Bad map
# Mar 27 2005 at 12:53 AM Rating: Good
152 posts
Your map is wrong. The location it has as (0,0) is actually (-100,0). The zone in is (0,0).
- Vu~
Haven's Edge
Fabled Blood Point?
# Mar 22 2005 at 9:27 PM Rating: Decent
71 posts
Pardon me, folks, has anyone seen a Fabled Blood Point dropped yet?

I've heard rumors about it but not sure if it really exists.

Mith Marr
Whats What
# Aug 23 2004 at 11:55 PM Rating: Excellent
If you were like me when you came to this zone you were missled and confused about whats what. First of all the quest to get in the zone that gives you a soulbound /key isn't the key to get you past any of the first 4 doors. While everyone in your group must have a /key Key to Charasis, only one person needs the keys that opens the doors inside (but they are not soulbound, you die it stays on your corpse). So I decided to write what I found out in steps hope it's easy to follow and has all the info you need.

(Note: All items except the pieces to the master key are no rent)

----------North Door--------
Step 1--"tallow-marked candle" = opens north coridor
Step 2--"Clasp" (not the full name will update next run) = other doors in the Noth corridor
Step 3--"Dismembered Finger" is part of the master key. Loc = +331, +207
Step 4--Kill "Crypt Keeper" loot "Sigil of the Calendar" = opens the West corridor.
----------West Door----------
Step 5--"Skull engraved coin" = Opens other doors in West corridor
Step 6--"Dismembered Thumb" is second piece of the master key. Loc = -143, +623
Step 7--Kill "Spectre Sepulchre" loot "Broken Sacraficial Blade" = Opens Southern corridor.
----------Southern Door-------
Step 8--Loot "Coin of Depicting Innoruuk" = Key to other door in southern passage. Loc =
Step 9--"Mutilated Forearm" = 3rd piece of master key Loc = -567, +152
Step 10--Kill
----------Eastern Door--------
Step 11--
Step 12--
Step 13--"Blood Encrusted Glove" 4th part and the container to combine the other parts in to make "Hand of Glory" (The master key so you dont have to do all the other Sx@^ again. Loc = +313, -567

Please note: as of 8/24/04 I'm still working on mine so this post is incomplete and I will update it once I have the info..

Edited, Tue Aug 24 17:51:34 2004
RE: Whats What
# Oct 23 2004 at 8:03 AM Rating: Decent
Spectral Procurator drops Broken Sacrificial Blade.
RE: Whats What
# Oct 03 2004 at 6:40 PM Rating: Decent
steps 2 and 5 are ground spawns
RE: Whats What
# Sep 28 2004 at 7:23 AM Rating: Decent
Do we have locs or a map showing exactly where named spawn for the wing keys? and the master key parts??
RE: Whats What
# Sep 27 2004 at 2:46 AM Rating: Decent
Step 8: Loc of coin = -567, -77
RE: Whats What
# Sep 26 2004 at 5:29 PM Rating: Decent
Step 2 - "Sacrifical Robe Clasp"
RE: Whats What
# Aug 29 2004 at 3:02 AM Rating: Decent
a little extra info for this post I think it's a GREAT guide so far just wanted to toss in some more stuff to help others out

Step 2 the clasp(didn't get full name) is a ground spawn(looks like a bag on the ground) the "Dismembered Finger" from step 3 is in the room across from the Clasp

Step 5 again "Skull engraved coin" is a ground spawn in the room past/in the broken wall area(you should understand when you get around there)

Step 7 the mob is a Skeletal Procurator and this is as far as I went tonight.

I was with 2 friends(55 necro(me) and a 55 cleric and a 58 warrior). As long as slow stuck we did fine against the nameds the warrior had the 50% slow 2hb and i 70% slowed the undead. The named living mobs were kinda nasty but like i said as long as they were slowed we did fine.
# Jun 15 2004 at 8:06 PM Rating: Decent
7 posts
anyone know where the key spawns to get into the west wing cause we have beeen fighting and looking in the north wing for a couple days and still ant find the key to open that door
RE: help
# Jun 23 2004 at 3:25 PM Rating: Decent
The key for the west wing drops of the Crypt Keeper at the end of the north wing. There is a PH for him and the respawn time is 21 minutes.
Excellent Zone
# May 21 2004 at 3:17 PM Rating: Decent
16 posts
I am one of those people who likes to find all the quests that I can, so I did the one to get my key for HS. Decided that since I had it, might as well give it a try...

Here is what I have found. As a 57 shammy, I can solo the entrance, as well as the "pit" underneath.

My wife plays a 56 cleric. Together, we can handle the entire north (first in the run) wing, including the nameds. (We are going to try the west wing when we have a little more time.)

The experience here is great. As good solo as the boring PoV camps are for groups. (Not sure about AAs, though...Haven't tried that yet.) However, word to the wise. If you can't gate, port, or have some sort of teleportation device (clockwork talisman, gate potion, etc...), then don't go here. The only way out is to go through the south or east wings, which I have heard are fairly difficult. And you WILL get aggroed by a combination of 2 of a type of skeleton, a devourer type (looks like sperm), and a blob type right when you zone in.

But if you can handle it, go here...It's a fun zone and has a few decent drops!
SoB - Really.
# May 19 2004 at 12:31 AM Rating: Excellent
For anyone who is completely thick-headed, like me... let me spell it out for you.


My silly beastlordy self forgot the gate potion and thought hey... I made it to the East wing no prob... maybe I can run for it.

HA HA HA HA HA. I thought just *maybe* the 90% mitigation disc would get me half way... nope... every dang undead MOB HTs for 450-760.

So there you go... don't read posts before you explore (like me), and be sure to leave the gate potions at home (like me), and you're a sure-fire 7 day wait for Shadowrest!!!

Lol - Oh well, what a rush :)
# Mar 19 2004 at 10:07 PM Rating: Good
If I drag a group here, must we be able to complete the circuit to exit? I see that the exit as located in the East wing which seems to be the last and most difficult. Guess I'm just hoping that if we don't have the power to run the while zone, we can still get out. =)
RE: Out?
# May 20 2004 at 12:32 AM Rating: Decent
243 posts
There is an exit in the south wing located behind a fake wall. You can also do the part of the Thrug shawl quest right up to the part that you get the thurg gate to hand to the guy in EW (just keep the gate potion for your self it will gate you to Thurg) Or you can buy a gate postion from NP's in bazzar for about 300+pp there is also an instant gate posion you can buy (lore) from a vendor in most home citys but they cost 1k+pp
Good luck to you
2 boxing
# Mar 17 2004 at 8:59 PM Rating: Decent
Boxing a 60 Shaman and 54 Warrior with decent gear (Mostly Helanic stuff, about 4K hp and 1150 ac with Shaman buffs). Looking for decent place for Shaman AA's and Warrior exp. Tired as hell of Velks/Veksar/PoI. Never been here, but have keys.

Any idea if this would be worth my time to check out? Or would I wipe faster that crapola?
RE: 2 boxing
# May 19 2004 at 6:07 PM Rating: Decent
243 posts
Couple of things you might want to consider before going in to this zone. You have to fight your way to the exit unless you can gate port or TL. 65's can singel pull the first 2 wings on the circut (that I know of) somtimes with a DB named add. Its good that your a Shaman you will need to slow all the mobs. At lvl 60 you might want anouther healer as your going to get alot of agro slowing (JIC) perferably somone that knows the zone well and how the circut works. I would sugest you become freinds with a SK or Necro that is keyed here as you will die most likly your first time fighting there and CRs naked don't work here. The exp here is great and the mobs don't have that much HP's (excuding the named) but they do hit low ac toons (non-plate classes)fairly hard. I took my 58 mnk here with my 65 dru and could not keep up with the golems at zone in (first time here and got an add) so I got some frinds to explore and learn the zone. The loot here is good you can make a lot of money selling in bazzar and some you might be able to use your self (most good bazzar loot drops off the named some spell drop off random mobs it seems).The best stuff of course drops in the east wing (the hardest wing and last on the circut).
can't really think of much more to add. If you go here good luck it is a fun and chalanging zone...
OH btw I beleave the circut is North wing - West wing - South Wing - then East wing (counter clockwise). If you zone in remember there are normaly 2 mobs just within agro range. The Bottemless mob (sperm looking guy) drops north key and the east stairs are fake. And last thing most of the rugs AFTER you pass though the one way paintings in the wall are traps and you will fall to the basment were some not so freindly mobs are waiting for you...

Edited, Wed May 19 19:51:15 2004
S/h for rogues
# Feb 24 2004 at 8:10 PM Rating: Decent
My thoughts on being a rogue in this zone:

I wandered into HS with my 54 rogue, noticed that the ZI was packed with mobs so i slammed by s/h and shuffled away into the corner. looked around and saw no way out, so i brought up a map on my other computer. Noticed that the zone out was quite a ways away, and that i had to jump down to get there ( the staircase to get there is false ) luckily i had SOE so doing this was easy. Got all the way to the 2nd to last room fro mthe zone out and there is a mob who CAN see through sneak and hide ! one of the golems i beleive, EVERYTHING else i came across DID NOT see through sneak and hide. There was no other way to get by this guy so i tried to blow by him with soe, took of s/h and ran for it, got quaded for 286 and bashed for 117 and completely destroyed by his buddies, took me 1 - 2 hours to get my body out, btw thanks to everyone who helped me... anyway definetly DO NOT try to sneak and hide by urself in here, very dangerous.

Mocho Mahn 54 rogue of the Xev server
Rogues do it from behind.
Master Key
# Jan 27 2004 at 2:29 PM Rating: Excellent
50 posts
Master key for the zone is called "Hand of Glory" and made from grown spawns from each of the four wings.

Dismembered Finger - North Wing ground spawn at +331, +207 in room right before Crypt Keeper room.

Didmembered Thumb - West Wing ground spawn at -143, +623 in hall before Skeletal Procurator room.

Mutilated Forearm - South Wing ground spawn at -567, +152 behind a locked door.

Blood Encrusted Glove - East Wing ground spawn at +313, -567 in Drusella's room.

The glove is the container, put the other pieces inside and click combine.
Lock Pick
# Jan 24 2004 at 7:18 PM Rating: Decent
01/25/04 made a trip to HS, doors weren't pickable with max skill and a 3% mod.
RE: Lock Pick
# Dec 02 2004 at 3:54 AM Rating: Decent
Easily pickable by a 60 rogue without any modifiers we went all thru the zone and got most all the doors.
RE: Lock Pick
# Jan 27 2004 at 2:12 PM Rating: Decent
50 posts
Hmm, was just there today (01/27/04) and doors could be picked just fine. Only tried the south door though.
useful site for information on this zone
# Dec 07 2003 at 2:50 AM Rating: Excellent
Want to share one of the most useful sites that I have found on this zone to help out others on doing this. So far everything seems good.

My friend Jebra shared this with me. I hope that others find it just as helpful as I have. The map shows location of the ground spawns for the individual key parts needed for the master key as well as PH's for key mobs. A very good walk thru. I am still cking it out however so will try to post any discrepancies that I find.
RE: useful site for information on this zone
# Jul 18 2005 at 3:45 PM Rating: Default
Here's a fixed version of your link

Rather interesting, Alla's has some errant code showing up in messages with links now.

Edited, Mon Jul 18 17:09:34 2005
RE: useful site for information on this zone
# Jan 20 2004 at 3:06 PM Rating: Decent
Anyone know if SoE is stripped when you zone in?
RE: useful site for information on this zone
# Jan 24 2004 at 7:11 PM Rating: Decent
As of 01/25/04, buffs remain when zoning in.
RE: useful site for information on this zone
# Nov 23 2004 at 7:04 AM Rating: Decent
Some zones specifically strip levitate spells. This zone is not one of those zones though.
RE: useful site for information on this zone
# Jan 07 2004 at 2:25 PM Rating: Default
Kind of outdated on mobs and drops since revamp.
RE: useful site for information on this zone
# Jan 07 2004 at 10:38 AM Rating: Decent
Thanks for sharing the site and it's info. It will prove very helpful in my venture to Charasis. Being that this will be my 1st time there, I need whatever hints, strategies and fore-warnings avaible.
Stuck in HS
# Dec 05 2003 at 6:56 AM Rating: Decent
As of now I am a lvl 54 Monk. A friend (54 SK) and I both got our HS keys and said what the hell, lets check out HS. So we both zoned in and looked around and figured we should come back with a big group and we looked around for the zone. After five minutes of searching I decided to go on my other computer and get a map. Turns out the zone is at one of the far ends of the zone, so we were pretty screwed. Asked everywhere for a port out, the trade channel, taxi channel, LDoN Adventure channel, and even with /shout but no luck. Welp we are still stuck in there, hopefully tomorrow a druid in our guild can do the quest and get us out, otherwise I have no idea if im ever gonna see the light of day again!
# Oct 06 2003 at 3:28 PM Rating: Decent
when ya zone in do you just have to gate out or is there a exit i can not seem to find it my monk is stuck in that crap hole any info?!!!!
RE: zone
# Jan 06 2004 at 6:11 PM Rating: Default
If you do not have any keys, the exists in East and South wing are most easily reachable if you start from the east door.

The fake stairwall to the eastern section can be by-passed. Use one of the side (north or south) ledges. With run3, I can run to the eastern ledge if I start my run from the burning pots on the side ledges. With sow it gets to be much easier.
The eastern side door did not used to be locked; I didnt check recently (nto sure if I took the shortcut after the revamp at all), but it used to be unlocked.

The easiest way to get to the exit would be to jump on the eastern eldge then proceed south from there.

RE: zone
# Oct 07 2003 at 2:09 AM Rating: Decent
You have to fight your way through zone to the south wing. There is a port out there. Otherwise, bring a gate potion or a friend to port you out.
RE: zone
# Oct 07 2003 at 2:12 AM Rating: Decent
Exit in East wing, sorry bout the mistake.
RE: zone
# Oct 29 2003 at 10:29 AM Rating: Decent
No mistake. There are two ways out. The exit portal in the South wing takes you outside to OT, not the center of the zone like the north and west wings do. The East wing will also leads outside.

Edited, Tue Jul 13 11:47:21 2004
For soloers
# Aug 30 2003 at 1:30 AM Rating: Excellent
For those that liked to solo in Howling Stones at the zone in:

It seems from the times I've been there since the change that The Golem Master now spawns at the top of the steps leading to the wings. He may be able to spawn in any of those golem spots as I've seen him in two different ones so far...

For those that solo, I just want to warn you that he summons. Sometimes this requires a change in tactics for soloers, especially ones without pets.

Also he might aggro if you pull the golem next to him on the same platform.

I hope that helps some, in my case I learned by suprise the hard way and implemented my gate spell ;p
RE: For soloers
# Oct 27 2003 at 8:35 PM Rating: Default
I met the Golem Master last night. Hits about twice as hard as a regular golem and has about 1.5 times the HPs. Not a real problem, if you know what you are doing. Now, if you are like me, and pull the golem next to it, then get an add you did not expect that hits harder than you expected... it can get tricky.
Almost forgot.. he popped on the left side of the west wing bridge. It seems to be a rewamp.
New Drusella
# Aug 27 2003 at 9:57 AM Rating: Good
139 posts
We never found her up before the revamp, so I can't compare to what she used to be like.. but she wasn't very hard for 10 of us 55-65.

Anway she did drop a new belt. Acid Etched Girdle. Quite a nice belt actually. We sent in the information.
Master Key
# Aug 26 2003 at 9:19 PM Rating: Excellent
I had all of the ground spawns saved in the bank assuming the master key quest would be solved some day, when i logged in and noticed they had changed into new items I clicked combine on the glove and poof it became a "Hand of Glory" this is in fact the master key to Charasis and opens every door in the zone, really cool to finaly have this =)

Items were...
Blood Encrusted Glove (Container)
Mutilated Forearm
Dismembered Finger
Dismembered Thumb

Edited, Thu Aug 28 02:19:22 2003
RE: Master Key
# Oct 13 2003 at 2:04 PM Rating: Decent
I am seeking more information about the ground spawn locations for these items...

Can some one point in the right direction or post here more details as to where each ground spawn might be found for this master key?

RE: Master Key
# Aug 27 2003 at 8:56 PM Rating: Default
How about a list of what was in the glove before you clicked combine?
RE: Master Key
# Aug 27 2003 at 9:57 AM Rating: Default
139 posts
Good find! I was curious about that glove in Dru's room last night.
Revamped on 26 Aug
# Aug 26 2003 at 5:35 PM Rating: Good
A little revamp info:

First, keys are still the same, and needed. One thing that finally changed, tho, is you just need the key in inventory, you no longer need it on your cursor to open doors...I had a candlestick for the north, and kept opening the door without needing it on my cursor. I destroyed it just to see and got the "door locked and not holding key" message.

Next thing I noticed, and I think this may be a mistake, is that almost all the skeletons EXCEPT the sepulchers do a harm touch. And this harm touch is more than it was before the revamp, although not by much. Undead oblations did not HT, and they still cast wizard spells, but they also cast some SK spells, was odd. Also, while most of the skeletons look the same, I noticed that the sepulcher skeletons could either be iksar or sarnak in form.

In the north wing, most mobs were green to me (65 shaman) with the occasional light blue. In the west wing, mostly LB with the occasional dark blue.

Of the named I killed (sentient bile in the north and swirling goo in the west) I noticed they had way more HP than before and both were dark blue. Biggest surprise of the revamp -- they summoned me.

Both dropped something (Burnished Helm of Contemplation in the north and Bloodpoint in the west). I couldn't find either in the database here, and I'll be submitting them shortly.

Plat drops alot more now, too...I'd say almost double what dropped before. Not that it was alot...but still it's something.

Finally, I had been saving some ground spawn stuff to see if I could figure out the master key (which I never did) when I happened to check on one of the spawns in the west wing, and noticed it was different. After I got back to my bank, I checked the ones I saved and they have been changed. So, the old ones I had have been changed into Mutilated Forearm and Dismembered Finger. I'll have to hit all the old spawn points now and see what else was changed.
# May 27 2003 at 3:15 AM Rating: Decent
Spent a bit of time to get my friends some HS keys (damn you Xalgoz!) and after about a month, we were all equipped. Zoned in, and i was suprised to find that there were NO roamer mobs at the ZI. We proceeded to kill ALL of the door guard golems, 6 cycles of them, and not ONE candle dropped for the north door... /petitioned and no GM came to respond for 3 hours. /shrug

Anyway, anyone else having this problem?

RE: candles?
# Jul 15 2003 at 3:08 PM Rating: Decent
Actually, in the past people would train the zone in mobs from up top, to the basement, and they would get stuck there. Otherwise you would NOT HAVE to drop down, you would kill the roamers untill the mob you needed popped. It sounds to me like someone messed it up by training them to the basement, which seemed to be pretty common for a whle :(

In which case you would still have to drop down to the basement to kill them. We would face North, look over to the left of the north stairs and see a triangle of light on the ground, that seemed to be the safest point to drop down.

Not sure if they've fixed this in any recent patches as I've not been grouping there in the last few months. They may have recently made it so that the mobs trained to the basement could get back up :) which would be great *crosses fingers*

Hope that helps some... from someone who should be close to maxed faction for mayong mistmoor as much as she's fought there... (one can dream)

RE: candles?
# Oct 27 2003 at 8:37 PM Rating: Default
"They may have recently made it so that the mobs trained to the basement could get back up :) which would be great *crosses fingers*"

They did, mobs now do.
RE: candles?
# Jun 15 2003 at 6:22 PM Rating: Decent
The tallow candle key to north wing only drops off bottomless devourers or bottomless feasters. If none are up as the two roaming mobs at the zone-in you'll need to levi down to the basement and look for one there.
RE: candles?
# May 30 2003 at 5:45 PM Rating: Decent
The key to the North wing drops from the sperms. You can keep killing the ZI spawns til 1 pops or you can jump down into pit and start killing things til one spawns. The door gaurds do not drop any keys. There is plenty of info and great maps of this zone which can help you.... leave the petition for someone who needs plz.

Not sure exactly, but I dont think it's the job of the GM to tell a group how a zone works. That could be the reason for no response.
# Apr 01 2003 at 4:35 PM Rating: Decent
I heard this was a good spot to carefully solo as a 56 necro. So I got my key and headed to HS. Everything I had read and been told said there were only 2 mobs at zone in then 2 at entrance to each hallway.

Welp that is way wrong. right as I zoned in there were 3 SK skellies in dead center I mean on top of me when zoned in. fortunately had mana skin and virtue on. I fd'd with 400hp down from 2800. The only way I made it out was fortunately had a shin brass idol on me. I waited till had 2500hp. killed fd and used Idol. then dropped down to floor WAY below and gated out.

So be forwarned zone in is hard. Best way I can think is to kill the 5 scorps at zone to HS then ITU up and zone in. Heard is chance for live mobs to be at zone in so be carefull. this is just from one trip there. but almost turned into 10 trips just to get corpse.

Beezle 56 necro
Liif 56 cleric
Kashka 52 Bard

All of Crimson Moon guild on 7th Hammer server.
RE: CHanges
# May 13 2003 at 1:59 PM Rating: Decent
A little clarification on zone-in mobs. There are, in fact, only 2 spawns at zone-in and now that they changed the pathing recently, there is no safe spot at all. Althought you can still get lucky if you don't move after zoning in and the spawns are far enough away to not agro.

Why was there 3 spawns when you zoned in? The ONLY way this can happen is if it was agrod by a PC and they used the TP(under the zone in platform) to get back up to the zone-in area with the mob in pursuit.... and eventually ported out or FD + /q or died :( The mobs will eventually pop up from the bottom if they agrod a PC and the PC uses the TP.

As a monk, I have intentionally created the opposite effect for CRs. I zone in and agro the 2 spawns and jump to the bottom and wait till they are on me down in the pit. I then FD to lose agro and then head back up. Those spawns can't come back up until they are killed in the pit and respawn in their normal location.

In theory (I repeat... In theory), I can take all spawns from an entire wing to the pit (run speed 3 helps), FD and come back up for a nice clear path to the Boss room. Exploit? prolly =P

I've been in HS for the past couple months almost everday and the only "changes" I have witnessed was the much improved pathing.... Thanks VI

Overall, I hate this zone cuz it sucks and I highly recommend any other zone in the game.... I beg everyone not to come here..... please?
RE: CHanges
# Apr 01 2003 at 5:51 PM Rating: Decent
There is a chance that some of the Goo monsters can be at IZ. Everytime I've been there, there has only been 2 mobs and they usually don't agro if you stand absolutely still. IVU is a good plan, but heads up on the Goos.

Off the top of my head, these are the mobs I've seen at IZ:
Undead Oblation (Wiz)
Sepulcher Skeleton (SK)
Bile Golem (melee)
Greater Plaguebone (melee)
What lvl?
# Feb 19 2003 at 10:44 PM Rating: Decent
im a 46 shaman, just got my key.. when do you think i could get a group here? or should i just wait till higher lvl
RE: What lvl?
# Aug 27 2003 at 7:05 PM Rating: Decent
104 posts
not much of a chance at a pickup group, place is nearly always empty. but you could come with me some time.

HS Noob
# Jan 19 2003 at 9:03 PM Rating: Decent
Just got my key pieces today, and totally didn't know I could just skip the door (205 Pick Locks).

Can I skip the door or not? I read thru here and got some mixed information on the matter.

Also, do many mobs here see invis? I'd like to start grouping here regularly, but I've never been inside, and it's hard to tell if theres enough people to group with... SO, if I come inside, will I be able to walk about the other side while sneaking and hiding?
RE: HS Noob
# Apr 18 2003 at 5:18 AM Rating: Decent
Definitely do NOT go here alone, especially if you can't gate yourself out. Even as a Rogue, I just got my key the other day and someone told me zone in was safe so I went to check it out. I zoned in and ate a Harm Touch, needless to say died soon after. On the CR I zoned back in and managed to hide before they noticed me. So you can walk around the zone for awhile using Hide and Sneak but eventually I was aggro'd and killed again while looking for the exit. The four doors around zone-in are locked and have to be picked(unless a key drops somewhere in the zone for them, I don't really know yet), and one of the staircases is fake anyway. The exit seems to be difficult to get to since it's on the other side of where you zone in at, so basically running for your life(what with all the false floors and Harm Touch) there is next to impossible. Do not go alone. And take a Druid/Wizard when you do go. And make sure you have someone that can single pull, preferably a Paladin with Pacify(or take an Enchanter -- either way) but Pacify/Harmony is prolly the best way since that way whoever pulls them won't eat however many hundreds of damage that multiple mobs dish out with their initial Harm Touch. I just went again tonight with some guildies and pulled 2 mobs, took 1700 in HT then died to melee before I got back to them. Fun ;)

PS: The entrance mobs con blue/light blue at 58.

~Xianghua Lynn DarkFlower
Level 58 Rogue of Visus Fidelis on the Drinal Server
RE: HS Noob
# Feb 11 2003 at 4:06 AM Rating: Decent
yeah, this is more or less a bring your friends ordeal. me and a necro friend got our keys a month ago, and started going almost nightly because there would be 2 peeps in the zone - me and him. ONE time i saw a raid in HS... so, yeah - bring your own crew.
RE: HS Noob
# Feb 06 2003 at 1:06 PM Rating: Decent
This is typically a bring your own group zone.
XP modifier for this zone?
# Jan 16 2003 at 9:30 AM Rating: Decent
22 posts
For several other zones, there is usually a message on the site listing the experience modifier, ie "The Creatures in this zone give an additional 20% experience." What is the experience modifier for this zone, compared to say, an outdoor zone in antonica? And why is this zone considered outdoors??
RE: XP modifier for this zone?
# Feb 26 2003 at 8:31 AM Rating: Decent
This is an indoor zone. You cannot cast outdoor spells here (SoW, and some druid spells don't work...haven't encountered any problems with other classes)

56 Monk and 60 Shaman duo very well in this zone.
# Nov 22 2002 at 2:34 PM Rating: Decent
Just a question on faction here. If you are on VS faction, can you enter this zone without being attacked (I can get to the zone-in without being attacked). Didn't know if VS faction would be enough for this zone, or if mobs are more inclined to the DS faction they carry, and will be KOS to all. Just wondering if anyone has tried to find a quest here like the Chardok quests, otherwise I may give it a shot.

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