Howling Stones (Charasis)  

Quick Facts





Level Range:
40 - 60

Send a correction
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
Kurron Ni and vsr faction
# Oct 10 2002 at 10:20 AM Rating: Decent
I have a few question. One, could a 58 chanter, 53 shaman, 56 monk and 53 sk take the zone in fairly safe. Second, Ive heard that Kurron NI in ot the mob who sk's need to start there epic is not on a faction. Trying to get the sk to go to hs with us but no luck he says kurron is on vr faction same as ot outpost if someone can absolutely clear this up for us , we would be greatful. If the sk kills in hs can he still do the first part of his epic? or will he become kos to him.
thank you
RE: Kurron Ni and vsr faction
# Dec 29 2002 at 4:14 PM Rating: Default
Kurron is NOT on VS faction, I know this because I have an Iksar SK and have done that part of my epic and Kurron did speak to me without doing any faction work
RE: Kurron Ni and vsr faction
# Nov 05 2002 at 7:24 PM Rating: Decent
Hehe, my 56 beastlord and my 53 Pali friend were able to hold the zone-in room. I could single pull the Pyre Golems and handle the roamers when they spawned. It's a nice thrill and change of pace from all the other overcrowded zones. Oh, and btw, we both had Thurg gate potions. I'd highly recommend all you melee types to have a means to gate out.

Skratchen Myitchin
56 Animist
RE: Kurron Ni and vsr faction
# Oct 29 2002 at 2:31 PM Rating: Decent
We were able to hold the entry and kill all the door mobs with a 55 Ranger, 55 Shaman, 57 Druid and a 56 Necro. We did not have time to explore further than the entry platform though.
Zone Out..
# Sep 23 2002 at 2:45 PM Rating: Excellent
The zone out is near the end of the South wing.. When you enter south.. You have 4 mobs in the 1st room.. You kill them.. Jump off the ledgge into another 4 to 5 mobs.. Make your way down the hall.. You will go down a small incline.. If you hang a left at the first hall.. There is a door at the end on the left.. Open that door, hang a right.. Go to the first door you see on your left.. Now, just opposite that door is a hidden passage way.. Go right (IE. Right across from that door is the hidden wall..) You go down the passage way.. this leads you to the boss type key mob.. On the left hand side there is a door.. It's locked.. You need to ground spawn from the one of the other rooms in the wing.. <FYI,it's the most populated room, that holds the ground spawn, go figure>.. Any who.. you go through tha door, and you zone out to the top of the stairs in OT... This place is great exp for 50's grps.. Or 2 lvl 59-60's.. <Shammy/Encahnter> is great to have as 1 of those 2 peeps.. Hope this helps.. I have a great map and walk through on this, I'll post the link when I get it.. =b

Wolvbane Jones
Lvl 60 Silly Pally Dorf
<Sol Invictus>
<The Tribunal>
# Jul 26 2002 at 10:42 AM Rating: Decent
As of 7/24/02 it appears there are some changes to the zone in. Last night we consistantly got 4 spawns at the zone in every 19min +/-. Also we saw mobs that normally aren't seen outside of south and east wings. I don't recall the name but the really tall skeleton poped twice.

2 of the mobs spawn close enough to agro a lvl 59 standing at the zone in point, and with chain agro, unless someone has cleared it allready, odds are you will get 4 mobs on zone in.

Be warned...
RE: Changes
# Sep 06 2002 at 10:44 AM Rating: Decent
The additional spawns in the main room seem to only happen when AoE'ers are roaming the halls.

I conjectured that these mobs succor'd or something because of all the crowding that AoE pulling produces.

Typically I have little problem soloing the entrance here as a 56 shaman, but the mob levels are high enough that when things go wrong..they go REALLY wrong: (/gu Need a rez in HS...again)
RE: Changes
# Sep 03 2002 at 10:31 AM Rating: Decent
It was a "a/an Undertaker Skeleton". He was as tall as the Pyre Golems and we saw him wander in and out of the South Wing before we went in it. He was blue to 52. Lots of HP, no probs mezzing by a 52 either.
RE: Changes
# Dec 02 2002 at 8:06 AM Rating: Decent
I can confirm the changes.
I was soloing there as a shaman 54.
After clearing the entrance I pulled the golems. I had a two golem pull which is no problem in itself. One golem was root-rotting at the center, the other was rooted a bit further with my pet on him when suddenly this little darling called "an undertaker skeleton" came out of nowhere, HTed me, resisted all my spells (2 roots, 1 malise and 1 slow) and handed my butt to me.
He was completely out of normal spawntime (killed entrance mobs 8 minutes before) and the golems where safely rooted so they couldn't have aggroed it.
I have still no clue what was going on, except that there are wanderers now whose path cross the zone in.
So much for this solo heaven...

54th troll shaman,
Rodcet Nife
#REDACTED, Posted: Jul 18 2002 at 2:43 AM, Rating: Sub-Default, (Expand Post)
Mandalla Sketch
# Jul 07 2002 at 11:42 PM Rating: Decent
Found this on table in east wing. It is not a key, in fact it only ground spawn i've seen that is NOT no rent. tried combining it with several wing keys to no avail. Anyone know what this is for?

What key do you need to get into Drusella's room if you have no rogue?
RE: Mandalla Sketch
# Jul 15 2002 at 1:02 PM Rating: Decent
The mandalla sketch is for a very hard Skyshrine quest (garzicor's vengeance).
RE: Mandalla Sketch
# Jul 08 2002 at 1:56 PM Rating: Decent
as far as I know... there are no locked doors in the east wing (the wing where Drusella spawns)
RE: Mandalla Sketch
# Jul 08 2002 at 9:54 PM Rating: Decent
It's the door just past the 4 golem spawn. I've been there twice in the last 2 weeks with no rogue. I get the "This Door is Locked and you are not holding the key" message. Everyone in my party tried and got the same message.

Maybe it's a new addition. We really want to kick her heiney but can't get thru. Looks like we're gonna need a rogue.
north,west,south,east key
# Jul 06 2002 at 7:59 PM Rating: Good
The rumor that says if you combine the north(candle), west(sigil), south(dagger) and east(coin) key in the blood encrusted gloves.. gives you a master key is false... tried it last night (yeah.. took me all day to get all 4 keys).. but all I got was "You cannot Combine these items in this container"

My guess is that the last key (the coin) that is a groundspawn (the other keys are drops from mobs) ain't right...

Runed Brass Disk drops from a mob.. maybe you should use that instead of the coin... don't know (

Atleast the 4 keys can't be combined in the blood encrusted glove..
#REDACTED, Posted: Jul 06 2002 at 12:33 AM, Rating: Sub-Default, (Expand Post) Edited, Sat Jul 6 01:23:32 2002
Uber Soloing XP for high level Necros
# Jun 23 2002 at 8:32 AM Rating: Good
Here is, as a high level necro, how you solo for really nice XP:

At zone in there will be 2 mobs - at least one is usually a skellie. Cast time on charm is too long it and mob will often be on your *** interupting you... Cast Screaming Terror on it first and then root the other mob. Return to the skellie and cast Thrall of bones on it. Send new pet after rooted mob and tell it to /pet guard here while it fights, cast level 29 darkness (it is fast and with new pet rules you only need to do a little damage) Run to a CORNER opposite the fray. This takes advantage of wacko pathing and won't have you casting on mobs that are not line of sight in the pit. Cast Vexing Mordania and Demi Lich and hit F1 twice to target pet. Keep your pet targetted and mez him with ST and charm again if charm breaks.

Once mob is dead your pet will be standing in the opposite corner from you. Activate your Circlet of Shadow (If you don't have one - GET ONE) and cast root immediately. Then you use DoTs as per usual to toast him.

Next, take the golems. Avoid the East wing. You can safely pull from there, but with the occasional nightmare add that comes with it, it is best avoided and there is enough to keep you occupied anyway.

Start with root casting from across the pit at the bottom of the stairs opposite the mob, if it is resisted, run to a CORNER. This way the mob won't run into the pit. Cast again. If resisted run to opposite corner by floating over the pit. Root is seldom resisted however.

Next 29 Darkness, Pyrocuror, Splurt, and Vexing Mordania. You will have to refresh darkness once and perhaps re-root. But these will take down almost every Golem pretty much exaclty. There are the rare ones with more HP but they are not much harder. This leaves you after fight at almost full mana and down enough health to easily regain on next pull with your Vexing. Other golem will just sit there while his friend cooks. Repeat on his ***.

Roamer respawn is about 20 minutes. Move to the last ledge you cleared and wait for them when it is nearly time. Again - avoid East ledge as this has a pit trap in stairs. Allow both to spawn. One or both is usually a skellie and you will not be aggroed on from the ledge. Repeat the breakin strategy, but cast Charm first and then ST if it is resisted.

This method is safe, really nice XP and not bad loot at all. I am camping there now and was reluctant to post this in case you were going to steal my camp :) But share the wealth I always say!

Good Luck!

Keep DMF up at all times - you never know when something bad is going to happen and you might have to jump over the side to safety. Don't do what I did once and jump over thinking to yourself - "oh I'd better click off lich" and remove DFM by mistake falling to your death!

Edited, Sun Jun 23 09:30:12 2002
RE: Uber Soloing XP for high level Necros
# Sep 30 2002 at 11:01 PM Rating: Excellent
"Once mob is dead your pet will be standing in the opposite corner from you. Activate your Circlet of Shadow (If you don't have one - GET ONE) and cast root immediately."

Better way to break charm for necros is with FD. If you invis the pet is still aggro and will still wanna chase after ya. But if you FD, the charm breaks with absolutely no remaining aggro whatsoever, if FD fails, then charm won't break and leaves it safe to just FD again until it works. In your example, FD, stand and cast root while skel is on other side.
RE: Uber Soloing XP for high level Necros
# Oct 10 2002 at 4:38 PM Rating: Decent
FD does work for clearing charm... but then you have to get back up, risk aggro again and waste mana in the process. Circlet is mana free and if you are in the corner opposite the mob, your root will land well before it reaches you. The "If you don't have one - GET ONE" comment regarding the circlet applies to so many situations it is not worthy of comment.
RE: Uber Soloing XP for high level Necros
# Jul 05 2002 at 4:56 AM Rating: Excellent
66 posts
Nice post Grimdeath. I went to Charasis with a team of 4 others last night (all 55+). We OWNED the north wing and had an excellent time doing it. Some of the most fun i've had in EQ in ages. We had no shaman so my Shackle of Bones spell came in VERY handy enabling us to handle up to 4 mobs at once without and enchanter (but with a bard who could mez reasonably). Just non stop action and plenty for everyone to do. Then the others had to go so I decided to stay on and try a bit of soloing.

As a 57 necro who hadn't read your post I didn't know about the pathing if you get in the corners of the zone in area so had a fairly rough time soloing the entry area. All the same I managed pretty well and slew quite a number of the golems. Whilst I suspect a necro can do this from 55th to do this with relative ease and keep mana up I do think you are going to want to be 58th for Pyro - ideally with Demi Lich (which I STILL haven't found!). Maybe not with new the knowledge of pathing - we'll see.

However, I am interested to hear just how good you think the exp is doing this - a shaman below mentions 1 blue an hour. Now call me greedy but that is not as good as killing raptors in TD with almost zero risk (Cascade, sic pet, Vex, heal pet with Shadowbond works EVERY time). Raptors are boring as hell so i'm inclined to visit HS more often for the added danger element but I am interested in hearing your views on just how decent you think the exp is here soloing the entry area as you have outlined once you get into the swing of things(?).

Incidentally I got bored at one point and went exploring the lower level alone. One of the downstairs exits (the one with the smaller entry area) tends to be nicely populated with undead - using invis to undead I went past the first room and came to a second room with 2 undead mobs in it. Perfect for the charm one duke it out trick. And if after you've doomed the enemy mob you find your pet is doing a little too well I recommend dropping a shackle of spirit on your own pet to even the battle out a bit. Beyond this room there is another nicely paired off set of undead too - repeat ;) However, I did find that if charm wears off this is kinda dicey so keep HShield memmed and click that off - find a mob free corridor spot and FD if necessary. There is the odd non undead wanderer down here too. So - all in all the basement level was more fun than the zone in and decent (but not awesome due to occassional glitches) exp.

I can't wait to get set duration charm and/or dire charm in due course - when that happens I suspect this zone could just be one of the most excellent necro spots in the game.

One other thing - I suspect that shackle of spirit works on mezzed mobs without breaking mez making it an excellent way to prep mobs for a mashing when they are mezzed. However, I haven't tested this properly yet. Any views?
RE: Uber Soloing XP for high level Necros
# Mar 11 2003 at 4:35 PM Rating: Decent
To confirm... Shackle of Bones does not break mez, thus making it very good for "preparation", as mentioned.
I have known many a necro that does not use Shackle, or uses it not often enough. To all the necros out there... believe in the power of shackle. In many places (the Shissar at the temple in the Grey come to my mind), shackle, combined with Thrall of Bones/ST, will allow you to break undead camps not otherwise soloable.

I heard a rumor...
# Jun 18 2002 at 10:30 PM Rating: Decent
I heard a rumor that rogues of a sufficient skill could zone into Charasis by using lockpicks and totally ignore the quest key, can this be confirmed or denied by anyone?
RE: I heard a rumor...
# Oct 16 2002 at 11:15 AM Rating: Decent
13 posts
I tried to enter h.s. last night my 52 rogue and skill up to 203 i think ;; says "i am not holding key" to me implies that key is required now;; also on 60 rogue to that too ;; so door to inside to my knowledge can still be opened but you can not zone into h.s. with pick lock

finstab M.T. sever
RE: I heard a rumor...
# Oct 16 2002 at 11:18 AM Rating: Decent
13 posts
lol i half asleep;; a 60 rogue confirmed what i thought;; and i am on M.T. server ;; lol good hunting all
RE: I heard a rumor...
# Jun 19 2002 at 1:23 PM Rating: Decent
While you may be able to enter HS with your lockpicks, your group cannot. HS is not the best place to go looking for group so I suggest getting the keys. I think of it as a right of passage. =)

Once inside, you can use your picks to avoid having to obtain each key to different sectors. This works great when you want to simply do the south and east wings.
RE: I heard a rumor...
# Jun 19 2002 at 8:44 AM Rating: Decent
Always been that way bud. 200+ lockpick skill and /wave keyquest.

FYI, somebody asked about respawn - its 25 mins on common mobs and PH's.
KEY INFO and other stuff
# May 07 2002 at 1:40 AM Rating: Excellent
here is some info on HS that should help anyone going there if you have info on the missing info I have please send me an EMAIL at

Tallow-Marked Candle
|| Dropped by any "sperm" MOB
|| Unlocks door to North Wing as well as doors within North wing

Sacrificial Robe Clasp
|| Found on floor of centre room in the North Wing
|| Unlocks door to final room of North Wing

Ring-Scored Talon
|| Found in North wing, on floor, in room across from where Sacrificial Robe Clasp drops ROGUE PICKABLE DOOR ONLY
|| Unknown

Sigil The Calendar
|| Dropped by The Crypt Keeper in the final room of North Wing
|| Unlocks door to West Wing

Blood Encrusted Glove
|| Found on floor in West Wing Container used to combine four objects
|| Unknown

Skull-Engraved Coin
|| Found on floor in room just past trap rug in West Wing
|| Unlocks door to final room of West Wing

Broken Sacrificial Blade
|| Dropped by Skeletal Procurator in final room of West Wing
|| Unlocks door to South Wing

Coin Depicting Innoruuk
|| Found on floor in room through the right door from pit trap area in South Wing
|| Unlocks door to final room of South Wing and as a result, the East Wing this is same door to teleportal pad that takes you Outside.

Petrified Talonless Claw
|| Found on floor in some room, can't remember which
|| Unknown

I have a mask that casts Idintify so anything I get in HS from now on I ID to see what it might be or if there is any clue to what it might do. If you have anymore INFO then what I have please post I am building a database to try to figure somethings out.

*NOTE* Thank you must be givein to Xegony Alliance for most of this info came from there Resource Database and i would not have as much info without that Thank you "Tashia of Xegony" *NOTE*

Edited, Tue May 7 02:39:34 2002
Drusella Spawn time?
# Apr 01 2002 at 10:50 PM Rating: Decent
Does anyone know the spawn time on Drusella. I've heard two things, she is a 3 day spawn, or that she's is a PH'd mob, ie.. you kill everything in her room and eventually she pops. Anyone know?

InfoŽabout zone in and basement please
# Mar 20 2002 at 5:41 AM Rating: Decent
44 posts
I often play 2 chars - lvl 59 cleric and lvl 55 warrior. I have never been in HS before, but it hsa been recommended that I try soloing the zone in or basement in HS with these 2, but need some information.
I have been through several sites with hints and strategies for HS, but none gives any information about the lower level. What is the story here? Hos do I get there? By falling down the pit trap or is there a better way? Will I aggro everything there?
Getting the warrior out again could be a problem, so I would probably want to camp down there and return later. Is there anywhere close to zone in/basement I can camp without getting my head torn off when I relog?
What is the respawn time? I have read both 18 and 24 minutes.

Thanks you for any information.

Emmhim lvl 59 Templar
Bumbuk lvl 55 MeatShield

Edited, Wed Mar 20 06:19:04 2002
RE: InfoŽabout zone in and basement please
# Apr 03 2002 at 10:02 AM Rating: Decent
No precise idea on respawn. Not too fast.

Fighting in the pit is quite safe, especially at level 55+. A 59 guy can single pull almost everything in pit, entrance and North Wing at least (Hmm... In fact, a 59 druid can't single with Ensnare. But he can with a DoT. So you must chose a low aggro spell...)

If you get in trouble, you can easily jump on the TP stone that will gate you at entrance, where mobs can't follow you. But you may aggro 2 mobs at entrance, if they are up.

To get out of Charasis, you need to fight your way thru *ALL* the dungeon, or get a rogue, and only fight in south and east wing (half the dungeon), or have an Evac. For your warrior, get a Thurgadin potion or you will be stuck for a long time.
RE: InfoŽabout zone in and basement please
# May 02 2003 at 1:50 PM Rating: Decent
8 posts
actually, if you zone up from the bottom, the mobs can and WILL follow you. just wait about 10 seconds and they pop right on top of you.
RE: InfoŽabout zone in and basement please
# May 02 2003 at 1:50 PM Rating: Decent
8 posts
actually, if you zone up from the bottom, the mobs can and WILL follow you. just wait about 10 seconds and they pop right on top of you.
blood stained glove
# Mar 19 2002 at 9:24 PM Rating: Excellent
blood stained glove
4 slot container
can only contain small or tiny items
100% weight reduction
combine button

cannot hold the dusty rusted shackles or the vambraces or the rotbone sleeves because the are medium or bigger items

petrified talonless claw (tiny)found in unlocked room on west wing
intricate toothed ring (tiny) found in locked(rogue pickable only)room on north wing?
ring scored talon ( tiny)found in locked(rogue pickable only) room on south wing

obviously the ring goes on the talon, the talon goes on the claw

so by toothed do they mean shaped like a cog or sprocket
or toothed like animal teeth

possible a tooth can fit into the bag with the other three items(probably not)

also randomly looted off of mobs was a runed brass disk lore item magic tiny weight 0.1

was combined in bag with other three items and no result, tried to combine seperately with other items and no result

gem inlaid band drop magic item lore item tiny weight 0.1 but with stats, wouldn't combine in bag with all or some of items

encountered a new mob called an "iksar apparition"
monk stood behind mob sneaking and while conned indifferently attempted to dialogue but was told that he hadn't proved himself to the cause or something to that affect

tried to get enchanter to charm it but he didn't want to give up his pet he had already charmed(testy because of lakanookie disease)

what we are looking for here people is an item that logically fits in with the claw/talon/ring items and NOT the no rent keys which have been tried in all combinations with no results

the only other things i could think of would be a gem to go with the ring or possibly the hand of the reaper as it is a hand item

haven't tried the rotbone bracelet yet either since everytime one drops it gets sold right away to a vendor by the testy enchanter

since there is mayong mistmoore faction involved i also am going to see if an item could drop in mistmoore castle that might fit in with the whole ring/talon/claw combo
RE: blood stained glove
# Sep 30 2002 at 3:39 PM Rating: Decent
that iksar apparition, by the way, is for the 8th iksar shaman cudgel quest (like greenmist for a shaman). An item turnin spawns the final encounter--while the fight itself is quite nasty, he's harmless if there are no lurking ikky shamen with odd habits for turning things in.

Khazss Zraos
Scaled Luminary o' da 55th
Peacekeepers; Karana
Zone in
# Nov 07 2001 at 4:44 PM Rating: Excellent
Zone In is safe, if you don't move. Though I have had some experiences will I will take a HT right after zoning in, it's kind of rare though. The probelm is if someone tries to zone in right after you, or you zone in after someone, you move a little bit when you pop on top of them, that's why your getting agrro..

Let your nec zone in and use thrall of bones, and send the charmed sepulcher against the other mob. root the mob the "pet" is fighting in case charm breaks (2 runnig at you SUCKS). pet on /pet guard here, and when it's done, step back, invis, root that bad boy and finish him off, his HT will be wasted on the mob you had him fighting.

IF you mess up, lev your putt off the ledge towards the north, you will float down onto a little elivated area there where you will not have any agro, and the mobs don't come down to find you either, then camp. If you time it just right you can invis vs. undead, or just invis (depends on mobs up) and hit the telporter in the middle of room and pop right back upstairs =). Well anyway I did this zone solo for like 4 levels now, it's great xp, but very boring once you learn it.

Rogues that failed to open HS doors...
# Oct 26 2001 at 3:04 AM Rating: Default
...if you skill is too low just go to befallen, the information that was posted about what skill lvl you can achieve from the first locked door is incorrect i made it to 200 skill using the first door in befallen..from time to time i went to the second door cause i was tired of pressing U with my lockpicks on my cursor and targets a nearby noob or one that decides he wants to go through the door..second locked door is quiet :). After that use the North freeport bank vault to get it to 200+ my skill is 205 now but it's BORING. I can only hear that door opening and closing so many time before i can't take it anymore and yes i've turned the sound off but watching it open the sound is still there!..of course you will get a whole mess of curious players wondering what's inside and yes i got fed up and locked one in there ..i let the door close and i sneaked away...and while i was leaving i saw in say "hey, open the door pls ../shout could someone please open the bank door please? any accomplished rogues ill pay 50p to open door" whole point i tried to make was curiousity can kill the this case made the cat nervous and shout for help so don't be so damn nosey!
RE: Rogues that failed to open HS doors...
# Sep 05 2002 at 6:29 AM Rating: Decent
I found the door in East Freeport, the one you need to open to get something for the Burning Rapier quest, to be nice and quiet for skill-ups.

The information regarding Befallen doors used to be correct, but there was patch a while back to allow you to get skill-ups on any 'level' of door.
Pro VS factioners
# Sep 10 2001 at 2:42 PM Rating: Default
Can one who is on good faction with Venril Sathir walk around here without getting attacked? There's a ground spawn I want to pick up as part of the Spirit of Garzicor quest, and it'd be groovy if I didn't have to fight my way to it.
RE: Pro VS factioners
# Oct 17 2001 at 6:48 PM Rating: Decent
While I can't tell you about good VS faction, having never had it, I do want to STRONGLY caution you about the VS faction hit here. In just over 5 hours here I saw the uber faction message "... could not possibly get any worse"

I'm an agnostic warrior and had spent very very little time in KC so my faction should have been as indifferent as it could have been.
# Jul 27 2001 at 3:08 PM Rating: Default
I'd suggest trying the East, West, North and South keys in the glove....don't bother combining your charasis key...that just doesn't make sense
shaman rock this place
# Jul 20 2001 at 10:31 PM Rating: Default
The zone in at HS is the best exp spot IN THE WORLD. For the few classes that can solo there easily (shaman, necros, and druids), you can go from 54 to 59 in less time than should be legal.

As a 58 troll shaman (epic, fungi and jbb: yah me ubar <roar>), i can hold down all 8 Golems and the two paths. I get about a blue bubble every 2-3 cycles (like an hour) AS A TROLL! You can level as fast as your attention spand can hold (its gets really boring after 5 cycles).

If you pick-up some more people, you can do the basement or north wing. Me (shaman), necro and warrior (all 58) tore up the north wing with just the three of us. Damn warrior won a siren scale and i ended up with a mucil belt (sold it to some druid for 8kplat).

This place IS THE BEST EXP IN KUNARK and if you dont have your key at low 50s, GET IT!

Xekiu Bludpool
58 troll luminary
<L'Malla> Druzil-Ro
Master Key
# Jul 16 2001 at 3:34 AM Rating: Good
Since I normally have a problem finding a rogue of level when we want to go, I too am interested in the master key. So I am wondering if anyone has figured anything more out about it. As I look at the different possibilities I am struck by 2 combinations that I am wondering if anyone has tried.

The first is the seemingly worthless arrmor:
Dusty Rusted Vambraces
Dusty Rusted Shackles
Rotbone Bracelet
Rotbone Sleeves
As no one in their right minds would really want to wear this stuff.

The second combination is maybe all of the second keys and/or the seemingly useless items found on the ground:
Sacrificial Robe Clasp
Skull-Engraved Coin
Coin Depicting Innoruuk
Petrified Talonless Claw
Ring-Scored Talon

So I am wondering if anyone has tried any of these. The first one makes more and more sense to me since the glove has 100% weight reduction and most of those items are pretty heavy. Then again, knowing Verant, this is probably yet another quest that they did not feel like completing and we are just screwed to try all different combinations.
RE: Master Key
# Oct 06 2001 at 3:04 AM Rating: Excellent
A number of people have tried various combonations but please feel free to try your own. The Dusty/Rotbone stuff seems to be pseudo-fine steel to me... it sells for a few plat and is good for little else.

As a Rogue myself though, I won't spend too much time in search of the mythical key you understand. It is much simpler to invite me along, I assure you that my lockpicking skills are the very least of what I shall bring to the party =)

Celeris, Rake of The Nameless and frequenter of Howling Stones
Howling Stones Drop Tables
# Jun 08 2001 at 1:59 PM Rating: Excellent
34 posts
Always good to take a printable list of the drops for Howling Stones when you go in there, including the levels of the MOBs and key locations/purposes. These tables really help a lot:
(Assumption) Glove-Key
# Apr 30 2001 at 3:17 PM Rating: Default
Ok...spent a few hours here last night, got a full bub of XP in 55 and I am a lizzy :) XP here really rocks.

So last night I finally found the glove thing, and decided I would try and figure it out. Due to boss mobs not spawning at the end of each wing for around an hour (my luck sucks) we only got to the end of West Wing. Here are what I would assume works to make a rentable master key though : The Key to North wing, The Key to West Wing, The Key to South Wing...Then whatever the Boss of East drops...I don't think its Drussela, but if it is , Maybe the NoS goes in there? Candle/Pendant/Dagger/Necklace?

If anyone knows let me know please :)
key / glove container
# Apr 29 2001 at 1:59 AM Rating: Decent
Anyone else find anything out about the glove container? Ive done wings. Be nice if a no rest key could be created.

Hmm Found....
# Mar 25 2001 at 9:19 PM Rating: Default
In South Wing, a gold coin "Symbol of Innoruk", 1 charge of Clarity. Wonder if it is part of the glove combine mystery?

Guide to North Wing
# Mar 22 2001 at 4:04 PM Rating: Good
Charasis is not Sebelis nor Karnors Castle. You do not go to this zone just to hang out in the hopes of finding a pickup group, it is for experienced groups only. Spare yourself the lost corpses and avoid this zone unless you are confident in your groups abilities. This guide is written by the tank and puller to help others navigate this very kewl dungeon. We cleared the first (North) wing with just under 2 groups. Group1 was made up of experienced Sebelis fighters who have worked together for along time. Group2 was slightly lower level except for jovial level57 necro. We cleared the North wing with mostly high40's to low50's with only one cleric and enchanter.

There is no train problem in Howling Stones, you either survive and fight off the mobs or you die unless you have someone who can Evac. The teleport is at the end of the zone and pops you out to be harmtouched by half a dozen scorps. You may have read in other guides that the zonein is safe, this is NOT true. The 2 mobs that wanders may only be mid40s but alot of them harmtouch so make sure your group zones in at roughly the same time. The first time we tried Howling Stones we lost a couple people to Goon patrols, believe me if you arent KOS to the outpost you will be..they run faster than SOW and will pummel you. Anyway the rest of us zoned in and one person went LD the other 2 of us agroed the skeles and we lost 4 people as they zoned in to their deaths.

Once you secure the LZ the golems are Tasty Experience and have laughably bad pathing while you wait for the sperm. The sperm drops a candle which is the key for the North Door. Do NOT let your tanks wander about getting bored and fall throught the false staircase! Hakz did this but fortunately as me was floating down to the dozen or so angry mobs below our Wiz relocated me. Speaking of pit traps, stay off the rugs..this will lead to the same result as falling through the stairs. Hug the wall on the left after you buff up and head through the North door. You will have to fight 4 mobs at once here so bring a good enchanter.
Most of the mobs in North wing are undead so snare isnt a big problem but targetting is when you are fighting Skeletal Sepulcur152-155. Have your puller bring his resist gear or the harmtouches will eat him alive. The best strat is to keep them packed together and use Fascinate and root while the tanks and pets rip into them. So...stay off the rugs and work your way throught the crypt clearing the space immedately in front. You will eventually see 2 rooms along the top of a square set of hallways with roamers and in the upper-right corner of the square is a locked door. You enter from lowerleft corner btw after dropping down from a ledge. Anyway in one of the rooms on the ground is the key to the door, unless you have a feign puller you get all 4 of the guards at once. These varied from golems to slime and a couple skeles so targetting isnt too bad. After you dispatch them and have the key go throught the next door into the boss room. Inside there are ALOT of skeles wandering around plus some golems on guard. After being assured that only 1,2,3 would come Hakz then pulled 6. Fascination is your friend and so is burn and lots of it. Pets are iffy as we will see so are stupid tanks who break mez. The portal out is just off the main room but why not camp the Spectral keeper for his goodies? He supposedly drops some fancy Chanter robe and always drops the key to West wing. We cleared his room with no problem but soon after had a little problem with pets racing out to pull for us...10+mobs roll throught the door. Group1 Evacs, Group2 Dies. Glad the Necro had 30 stackable coffins on him..
RE: Guide to North Wing
# Nov 20 2001 at 7:40 PM Rating: Decent
47 posts
I can only see one lesson from your "guide".
Noobs don't belong here.
A single group of mid 50's can romp through this whole place if they want to.
Reason zone in wasnt safe for your "experienced people" is that being in your 40's, your agro is huge.

To answer next persons two questions:
1) No, you're not stuck without a rogue. But you will have to wait for a key mob if not up. (The floating sperm guys, drop the candle, which is first key.) You can progress through the entire dungeon by killing the boss of each wing (in order) to get keys.
2)To get out, you either evac out, or you fight out. Without a rogue, you are looking at a very long time before you can get out. Even with a rogue it will be time-consuming. Bring a porter.
RE: Guide to North Wing
# Nov 13 2001 at 3:49 PM Rating: Default
18 posts
I cannot figure out who you tink your audience is with this "zone guide" post you made.

This contains no real information of use to anyone that is not a regular there.

Look, there are simple questions that people wanting to go for teh first time want answered and these are the only peopel that read a "zone guide".

1) Can we get in and past the entrance without having a rogue for lockpicking or are we essentially trapped at the zone in?

2) AFter you zone in, can you get out without having to fight out to an exit and where is that exit since the existing maps are extremely poorly marked.

A "zone guide" is more than a "we hunted and killed this". It needs to be informative and contain the information that people new to the zone want to hear. Writing info that can only be understood by those who already go there is doubly useless because 1) experienced hunters ther won't be reading a zone guide and 2) anyone that has not been there cannot make sense out of what you are writing.
RE: Guide to North Wing
# Mar 07 2002 at 4:52 AM Rating: Good
"1) Can we get in and past the entrance without having a rogue for lockpicking or are we essentially trapped at the zone in?"

You can get past the zone in area without a rogue. Just have someone lev the group, drop down to the basement, kill the "giant sperm" for its key. Its the no drop candle thing for the North Wing. You can pop back to the top via the port stone in the middle of the basement. The basement also makes for a good camp spot if all the other wings are taken.
So the answer to question #1 is summarized by - Yes.
North wing and the basement can be done by a group without a rogue from the outset.

2) AFter you zone in, can you get out without having to fight out to an exit and where is that exit since the existing maps are extremely poorly marked.

I believe there is a zone out to the OT entry point but I won't recommend using it. Remember the HT skorpions all around the zone in? A wizard or a druid group port is recommended for the exit from this dungeon.
Picklock skill minimum ?
# Mar 06 2001 at 7:11 AM Rating: Default
Does anyone knows what picklock skill is required ?
I am 48 rogue and I want to know if I can go there with my group , I have 163 in this skill for know.
All I know is that I can't open the doors with a 130 skill

Thanks for answering !

Ack... if only rogues had more locked door to open to train this skill normally... and not staying hours in painnel to open the hole;)
RE: Picklock skill minimum ?
# Sep 03 2001 at 1:08 AM Rating: Default
To pick locks in Charasis (or sebilis, or KC basement, etc) your skill must be 201+, meaning you must be atleast lvl 51 to pick these locks.
RE: Picklock skill minimum ?
# Mar 26 2001 at 9:54 PM Rating: Decent
I beleive yer skill must be 200. If yer lookin fer doors t practice on there is the East FP door that is in slums area used in the Burning Rapier Quest. And of course Befallen doors. After 201 skill just use the FP Bank Vault.

-The Wydow-
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