Howling Stones (Charasis)  

Quick Facts

Type:
Indoor

Expansion:
Kunark

Instanced:
No

Keyed:
Yes

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
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Zone Out?
# Feb 23 2001 at 6:09 PM Rating: Decent
If I understand this correctly, each 'exit' in each wing will just teleport you back to the begining of the zone. Does anyone know if there is a true zone out in this dungeon? ... or if once your in, your in for good until you can get a teleport?
RE: Zone Out?
# Apr 18 2001 at 4:05 AM Rating: Default
Yes there is a true zone out. Recently I had the misfotune of meeting up with a group without an evac there. After explaining to them where the zone out was... they decided to always bring an evac with them. It was fortuante they where there though as we died after having a bad pull with 7 mobs and another 3 adds which we would have beaten if not for me the chanter going LD on the last 2. After they rez'd us we evac'd their melee out and gated.
RE: Zone Out?
# Nov 13 2001 at 3:52 PM Rating: Decent
18 posts
I think the point missing from your post is "where is the zone out" since that was the information that was eluding the poster you replied to.

Partial answers don't really help anyone.
RE: Zone Out?
# Nov 20 2001 at 8:26 PM Rating: Decent
47 posts
You have to make your way through East Wing to Drusella, and get by her (if up). You really should bring a ride out.
RE: Zone Out?
# Jun 03 2002 at 10:45 AM Rating: Decent
So that's where it is =) I, a 60 cleric, was there last night with a 58 monk and a 59 rogue. We handled every mob we encountered with little trouble. The only problem was our rogue and monk did not have a gate potion. Now that I know where it is we will be returning there more often.
____________________________
Insta Gator Monk of Utopian
Rumblepants Loudbottom Shaman of Utopian
Nottall Attall Cleric of Utopian <retired>
#Anonymous, Posted: Mar 21 2001 at 12:52 AM, Rating: Sub-Default, (Expand Post)
faction hits
# Feb 05 2001 at 11:07 AM Rating: Default
Do all of the mobs here give a negative Venthil Sathir Faction or just the mob bosses?

Chielanthas B'Nderaaz
RE: faction hits
# Feb 09 2001 at 6:19 PM Rating: Default
all
Bah Uber fools
# Dec 25 2000 at 1:48 AM Rating: Decent
Im sorry but these uberguilds have lost their perspective, they are so used to farm work they cant remember a real adventure. Yes you can go to charasis even if your level 45, but balance is key make sure you have some 50+s and not 6 45 fools, Ill even state you dont need an enchanter or a rouge for this zone a decent 50+ bard who hasnt PLed his levels should be adept at charming, mezzing, Haste, sense/disarm traps not to mention keeping your clerics mana up.
Dont let these spoiled brats talk you out of a real raid, with actual danger(cmon you remember danger) when you know you cant call in an instant corpse summoning and 98%rez, where you all may die but are gaurunteed to have a blast. You wont get to the end but youll have character the others will never have.
Tankenstein(venting)
IH-Povar
P.S. id take Bard Cleric Shaman Pal/Sk me{war}and a wizzie(dont forget your evac)
#Anonymous, Posted: Apr 09 2001 at 5:08 PM, Rating: Sub-Default, (Expand Post) Thank you for your refreshing perspective! There's nothing like a good challenge. Glad to know there are others out there who feel this way.
#Anonymous, Posted: Oct 05 2001 at 3:02 PM, Rating: Sub-Default, (Expand Post) I see that through ALL your discussions and fights, you ALL manage to leave in the cleric. That is why I stay in business . . .the most needed class in Norrath
#Anonymous, Posted: Mar 10 2001 at 11:35 PM, Rating: Sub-Default, (Expand Post) Youre a moron, a rogue should be at the top of your list..1. Damage, these mobs hit hard and fast but have less hp than seb mobs, so take the rogue to fight fire with fire.
RE: Bah Uber fools
# Jan 15 2002 at 8:50 PM Rating: Good
*
119 posts
I love consistency! Interesting how those who are so quick to 'verbally slam' another post, also lack the pride and conviction of their beliefs to NOT post anonymously...
Why is it that some people can't simply post their view on a topic and leave the childish name-calling, bashing, and slurs back in grade school?

I've been in varied groups and wouldn't value any one player over another as far as their effectiveness. In the end, every class has their strengths and, therefore, their purpose. Yes, some are vital for specific things (no need to elaborate, unless you're totally new) but a group of clerics and chanters couldn't survive here, nor could a group of pure tanks... get the point?

My 2cp

Edited, Tue Jan 15 20:51:29 2002
____________________________
-----------------------
Hiddo Von'Skittles
http://www.magelo.com/eq_view_profile.html?num=360180&resize=true
#Anonymous, Posted: Mar 27 2001 at 3:51 AM, Rating: Sub-Default, (Expand Post) paladins owns
#Anonymous, Posted: Apr 02 2001 at 10:39 PM, Rating: Sub-Default, (Expand Post) Warrior the uber tank, all others are grey shadows of. They lack the hp, the ac, the skill to be truely great at the job. Anyone that thinks a warrior is 2nd in ability to a paladin or shadow knight just has been fortunate to group with good ones of the latter and unlucky to group with poor ones of the former.
#Anonymous, Posted: Apr 04 2001 at 3:42 AM, Rating: Sub-Default, (Expand Post) Its all about the monk. He is the master of damage after all. He can be a great puller also. Never underestimate the power of a well played monk.
#Anonymous, Posted: Sep 07 2001 at 8:06 AM, Rating: Sub-Default, (Expand Post) Monks, unfortunately, lack the AoE snare to make a large enough pull. They are also incapable of reducing your down time. This is why three wizzies, a chanter, cleric and a bard is the most effective group in howling stones.
RE: Bah Uber fools
# Apr 12 2001 at 1:51 PM Rating: Decent
master of damage eh?

you have never played a rogue...you do not know damage...

rogue, warrior, cleric, enchanter, wizard/druid, +1. this is the ideal group, but i have done it with a wide variety of classes:
2 rogues w/o tank
mage + necro w/pet w/o tank
2 bards w/o chanter
mage w/o chanter (props to xiff on xegony)

if it's you first time, i recomend taking the "ideal group" along with someone that knows the zone well. the rogue might also want to duel and leave lockpicks on a corpse at zone in just in case you die inside one of the wings (pain in the a** to have to get a TP to lava, pickpocket the gypsys for cash to buy lockpicks, and THEN make your way to OT again). south holds the best loot, north is about the easiest, east (by way of a secret passage in south) is the way to drusella sathir ("boss" of HS).
take care and happy hunting..=)

Fosphor Tenebrious <Sovereign Maxime>
56th Blackguard of Xegony
#Anonymous, Posted: Aug 23 2001 at 4:51 AM, Rating: Sub-Default, (Expand Post) While that chanter is mezzing your adds the poor "master of damage" rogue is getting his **** ripped open by that unslowed mob cuz he forgot his shammy. Now who's the master of damage? Oooops... mez resisted.. there goes the chanter too.
#Anonymous, Posted: Jun 10 2001 at 10:29 AM, Rating: Sub-Default, (Expand Post) Try 1 wiz 1 sham 1 rogue 1 bard.
RE: Bah Uber fools
# Sep 14 2001 at 11:07 AM Rating: Decent
Scholar
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551 posts
My ideal group:

Warrior: taunt tank, need I say more?
Enchanter: overpull... not a problem, plus speed and slow and clarity
Cleric: healing, nuff said
Rogue: you gotta get IN, and great damage
Shaman: it's all about the buffs, and debuffs

The last member's optional to me, most likely someone that can get you out (druid,wizard, not sure about mage(CoH), or necro(w/ coffins))

Remember, an experienced character can replace any of these on the list so ideally, there IS no ideal group...
(Bard vs. Enchanter)
(Pal/SK vs. Warrior)
(Monk vs. Rogue) but you'll still need a rogue to get in... hehe
(Shaman/Druid vs. Cleric)

I'm sure many of you have had one of those, not so ideal groups that have done MUCH better than some ideal ones...
For example, had no problem with my Ranger, in a group:
Ranger/Ranger/Rogue (chain-pulling)
compared to this group with my ShadowKnight:
SK/Warrior/Rogue/Cleric/Druid/Shaman
in which the Cleric decided to go AFK without telling us and the druid and shaman were too busy practicing melee skills to heal.

So remember, any group can be a great group, just as any group can be a bad group. Just remember to take into account all aspects of where you're fighting and you can make any group and ideal group.
____________________________
Pain Lord Darknyss Grimscale
92 Iksar Crusader of the Greenmist
RE: Bah Uber fools
# Sep 29 2001 at 4:57 AM Rating: Default
My perfect group, any 6 people who whine less. Whatever you could design a group on all kinds of combinations.
Glove container
# Sep 02 2000 at 4:50 PM Rating: Default
I'm very interested in this glove container. I've been told it may be a way to make a rentable master key for the dungeon. Has anyone experimented yet on things to put into this thing? I'm thinking the lore keys from the 4 cardinal directions may go into the glove and combine to form another key.
RE: Glove container
# Jan 28 2001 at 11:25 PM Rating: Default
Just got out of Charasis and picked up this glove container. I am the key holder for our group and the keys I've found so far are the Tallow Marked Candle, Sigil of the Calendar, and Encrusted Robe Clasp (not sure if thats the correct name). We explored the west wing for the 4th key but had to leave before we found it due to time constraints. One last hint, duel the person who has the keys on him, and leave his corpse at the zone in spot so you'll still have the no-rent keys on the corpse for further exploration. Happy Hunting.
RE: Glove container
# Sep 04 2000 at 7:42 AM Rating: Default
Follow up:

I've noticed a pattern in some of the items you find. There are 3 items so far I've found that have VERY high weight, and all list effect: on them. This may be indications that all are linked in the same quest. The three items are the dusty shackles, vambraces, and one other I've now forgotten. Once we search the east wing more (done west, north, and most of south) I'll throw these three and hopefully a fourth into the glove and see what happens.
RE: Glove container
# Jan 10 2001 at 9:36 PM Rating: Default
Here is the combo we suspected would work and met failure

1 - Charasis Key
1 - Tallowed Candle (North Wing Key?)
1 - Key to west wing (forget the name)
1 - Key Dagger Key (Key to South Wing)

Combined these and met with 1 party member having to camp Xalgoth again. Just so ya know guys, that this combo does not work at all.
#Anonymous, Posted: Jan 10 2001 at 9:33 PM, Rating: Sub-Default, (Expand Post)
RE: Glove container
# Sep 22 2000 at 6:13 AM Rating: Default
One of these type of items are Rotted Sleeves.

Let us know what you find...
Beginner's Guide to Charasis
# Aug 30 2000 at 7:24 PM Rating: Excellent
Like Sebilis, Charasis is a dungeon you need to quest to enter. Unlike Sebilis, the quest for Charasis is somewhat time consuming. You must acquire a Jade Chokidai Prod from the Chancellor Di`Zok in the Lake of Ill Omen, and a Xalgozian Fang from Xalgoz in Kaesora. When you get both items, go to the Swamp of No Hope, and find a secret tunnel high on the wall of the river-cave leading to Trakanon's Teeth. Make sure your faction is high enough with Drugoz the froglok there, if necessary have a druid give you wolf-form, then give him the two items to obtain your Key to Charasis. Like Sebilis, everyone in your party needs a key before they can go there, one key will not provide access for multiple people.

The entrance to Charasis is in the Overthere, in a temple down the gorge guarded by Scorpikis. The Scorpikis at the zone point respawn very quickly, so it's difficult to clear them to properly buff in before entering.. fortunately, that's largely unnecessary. On zoning in, you appear on a platform with 4 passages each leading away a different direction, and two roamers will wander by and likely attack you. The roamers are not strong monsters, though, so even a group zoning in haphazardly should be able to manage against them.. the biggest danger is if both roamers are Sepulcher Skeletons, as those are shadowknights that lead with harm touches. That can cause some pain to the first victim. Once both roamers are slain, you're safe at the entrance until they respawn.

Charasis is a linear zone, it's meant to be cleared in order. By fighting through it and exploring, you'll find various no-rent key items, those can be used to open doors and progress through the zone. The zone is meant to be done in order from north counter-clockwise to east. If you have a rogue with you, you can toss the order to the wind and go wherever you want as they can pick any lock in the zone, even before level 51. Just be sure you can handle the area you enter, as they get progressively harder from north to east. Oh, and don't try to start by going straight east, as that's a trap.. you'll fall down the pit through the false stairs should you try to start at the end. The proper way to reach the east is through the south. There are other similar traps scattered through the zone, pit traps usually detectable by the carpets on the ground. Falling in a trap will drop you to the bottom level, which has several of the weakest creatures in the zone, but more importantly it takes time to return from the very basement to get back to where you were before, not to mention that the fall is very long and damaging.

The North Wing is where you'll try your hand at the zone first, in all likelihood. It's a straightforward area, moreso than the other Wings. First kill one of the bottomless gnawers (you might need to levitate down the pit right at the entrance, if one of the two roamers wasn't a gnawer), and take the Tallow Marked Candle it drops. While it looks like a plain item, it's the no-rent key to the North Wing, use it on the door to proceed. In the North Wing, there is another key item lying on the ground in one room, there's a pit trap laying to claim the unwary, and 3 named spawns just itching to give up their goodies to the brave adventurers coming in. The chief among them is the Crypt Spectre, who guards the end of the North Wing.. in addition to a couple of items, he always drops the key to the West Wing. The teleporter behind his room will take you back to the zone entrance, to allow you to continue into the West Wing should you desire. As a rule of thumb, if you find a teleporter in a Wing, then you've passed the boss enemy in that wing, perhaps a placeholder in it's stead. Wait around to kill the big enemy, and get your key item.

The rest can be learned on your own, the zone is pretty straightforward.. be on the lookout for a hidden wall at the end of the South Wing to progress to the East Wing, if you're confident in being able to defeat the strongest monsters there. Should you persist to the very end of the dungeon, you may just find the vengeful spirit of Venril Sathir's wife awaiting your arrival.. and she will be none to happy to find her city-turned-crypt invaded.

One final note though.. concerning evil races and classes. As you've likely discovered, the faction hits you take against Venril Sathir in Karnor's Castle and Kaesora are exceedingly minor. You can likely fight many days in those zones before becoming KoS in the Danak Shipyards in the Overthere. Charasis is a different story though, setting foot inside and killing the creatures within will very quickly destroy your faction beyond repair.. Venril Sathir doesn't take too kindly to people disturbing the rest of his wife. You have been warned.

Valdayana D'Varr

RE: Beginner's Guide to Charasis
# Sep 01 2000 at 4:39 AM Rating: Default
On our trip there the "boss" in north wing was the crypt keeper, in the room just before teleporter's room. He drops the key to west section as well as the siren scale robe. In west section the key holder appears in teleporter room.
Apart from this Drussela Sathir seems to be Venril's daughter, not his wife ;-)
RE: Beginner's Guide to Charasis
# Feb 11 2001 at 1:43 AM Rating: Default
Drusella is Venrils wife, read the story background on verants home page.
#Anonymous, Posted: Aug 26 2000 at 11:08 AM, Rating: Sub-Default, (Expand Post) odd item 9ac -4 agil+30 hp has effect listed but not defined, was curious if these are a quest item, should i have them identified, also can blacksmithing skill clean them up perhaps? all suggestions/ ideas are welcome...... thx
#Anonymous, Posted: Aug 26 2000 at 11:08 AM, Rating: Sub-Default, (Expand Post) apologies it is a little off topic....
Solo, Zone In, Misc Strategy
# Aug 22 2000 at 10:19 PM Rating: Excellent
*
141 posts
Seeing as how no one has accurately described this situation, I will. You zone into this zone at 0,0,0 which is a safe POINT assuming no one has been pulling the monsters inside. I stress the word POINT because it is just that. There are two monsters that walk in a square around the zone in point, both with aggro ranges just barely not large enough to get the point.
What you want to do is send in (or go in yourself) a person who can solo a single level 45 mob, probably a pet class. If a pet class they should go in levitating so that their pet will appear directly beneath them when summoned, not beside them where it will aggro. You should wait for the two monsters to be opposite each other, then run towards one and aggro it. You dont want to walk because if it aggros before you reach its wander path then it will run around the edge of the square platform to get to you, aggroing the other on its way. Deal with this one as quickly as possible. Then sit, med, heal while you watch the other one. As long as you stay on the opposite side of the platform from it you will be safe. The spawn time is 24 minutes I think, or was it 18. Not sure, will have to go time it again.
If you are soloing then you will want to kill the second one at an appropriate time so that they will be broken up, giving you time to med or pull more. If you are grouped then just call in your group as soon as the first is dead and they can deal with the second as they zone in.
Around the entry platform are 4 stairways, one of which is fake, leading to 4 doors. Each door goes to a different wing of the zone and must be done in sequence as the keys are norent. The sperm thingies at the zone in drop a candle which is the first key.
Each of the doors is guarded by 2 golems. Usually it is best to pull them by rooting or stunning one, which aggros the other and it runs down to you. A 54ish group of Magician+Enchanter+Druid can take both zone in mobs and 6 of the golems, while a 51 magician alone can solo the 2 zone in mobs if broken correctly.
Since this is as far as I have been, I leave it to a more experienced person to discuss large group and each wing strategies.
RE: Solo, Zone In, Misc Strategy
# Aug 06 2001 at 1:53 PM Rating: Decent
47 posts
The zone in is NOT safe. If Sepulchers are up they will immediately agro on and HT the first person in. I assume this is for sub 60's. As a lvl60, I have zoned in with varying results. Usually, I do not agro anything, but twice I have agroed one of the 2 roamers. My 51 warrior, ALWAYS agroes both roamers, if they are skels. However, the goos and the sperms seem to have smaller agro, and its possible if they are only mobs up that you can zone in safely. But again, if two sepulchers are up as roamers,make damn sure the first person in can take 900hps worth of HT damage, plus a few rounds worth of 115 double hits from two mobs. Or have invis to undead up till whole party is in....
Other keys?
# Aug 24 2000 at 9:07 AM Rating: Default
We went in last night and cleaned out the north wing. We were looking for a key that would allow us to explore another wing. We were not able to find one.

Does anyone know what the other keys are? That is of course there are other keys. It could just be that they want us to bring a Rogue.
RE: Other keys?
# Sep 01 2000 at 4:26 AM Rating: Good
After reaching north wing you need to collect a small bag on the ground, which is the key to open a door that leads to a teleporter to zone entrance. I think to recall it was a clamp for north wing. In the room after that door, that looks a bit like a small throne room, you have to wait for the Crypt Keeper to spawn. He is the one that drops the key to west wing, plus he drops the siren scale robe. I cant remember what the key looked like though, but he s the one who drops it.
In west section you once again have to collect a bag that holds the key to end of that wing. There s also a container looking like gloves on the ground, but we didnt find out what it was for. At end of section, there s another teleporter and in its room you have to wait until the one that drops key appears. The key looks like a dagger this time. I forgot the name of the thing that dropped it though. That key leads to south wing. South wing is necessary to reach east wing, I dunno of a safe way to use east door and avoid travelling into south section (maybe a gravity flux to go above the trap then a rogue to open door?).
RE: Other keys?
# Aug 24 2000 at 5:02 PM Rating: Default
keys are random drops of mobs alendar sigil coin etc
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