Temple of Droga 2.0

Quick Facts

Type:
Indoor

Expansion:
LDoN

Instanced:
No

Keyed:
No

Level Range:
48 - 63

Send a correction
This zone is the revamped version that was released on July 10, 2003 during Legacy of Ykesha.

The Temple of Droga is found in the northwest corner of the Frontier Mountains. It is home to a large and diverse tribe of goblins, the Cleaving Tooth Clan. To hunt in this dungeon you must drop off a ledge, and commit to a rather long trek to get back out.
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Rail TrackFeastGiant CavernKing DronanTwisting CavesThe TempleMeeting AreaDepths of the Temple of Droga
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Post Comment
goblin forge iron mask
# Nov 08 2000 at 1:20 AM Rating: Default
Can anyone tell me which mob drop this pls? *8) thanks alot!

PAllY from EM
Cheers!!
goblin forge iron mask
# Nov 08 2000 at 1:18 AM Rating: Default
anyone know which mob drop this *8)? pls share it thank you!
Favorite Dungeon
# Oct 23 2000 at 3:18 AM Rating: Good
I have played in Droga a few times from 35 to 37 and absolutely love the dungeon. While not having a way out when things get bad can cause for a few more deaths then being outside, I believe the xp bonus of the zone more then makes up for this. As above, FD pulling is useful, though most pulls are 3 or less, so an enchanter or a bard can easily take up the slack. My two favorite routes are to either go from Nurga and work all the way up to the entrance or to head to the back where the named ones live. In the first route, you won't hit many of the named spawns, but there is a good mix of battles and the difficulty starts easy (in Nurga) and increases so pick up groups can get to know fighting styles before the real fun begins. The second route is to fight from FM to the back named spawns. This is fun, though the group needs to be on the ball when heading to the pool room. BTW, the person above who said that the named spawns aren't pausible at the right level is full of it. A group taking on the pool room or the named one in back will need a FD puller and an enchanter, but it can be done with one group, and can be done real easily with 2 groups.

My only wish is that more people new and felt comfortable with this dungeon. it is rough always trying to pull groups away from the great xp of the giant fort and Overthere for the much more dangerous Temple of Droga.

Finikus
Copper key
# Oct 04 2000 at 8:31 AM Rating: Decent
Anyone recently found a copper key in here anywhere?
RE: Copper key
# Feb 19 2001 at 12:43 AM Rating: Decent
Yes from the penkeeper now how do I get out of the jail
#REDACTED, Posted: Feb 19 2001 at 12:42 AM, Rating: Sub-Default, (Expand Post)
#REDACTED, Posted: Feb 19 2001 at 12:42 AM, Rating: Sub-Default, (Expand Post)
#REDACTED, Posted: Feb 19 2001 at 12:42 AM, Rating: Sub-Default, (Expand Post)
#REDACTED, Posted: Feb 19 2001 at 12:42 AM, Rating: Sub-Default, (Expand Post)
jail
# Sep 02 2000 at 1:42 AM Rating: Default
after falling through the trap into the jail cells how does one get past the last 2 locked doors? is there a key somewhere?
stratagy for lvl 35-40 inside droga
# Aug 24 2000 at 5:24 PM Rating: Decent
ok, i recommend a mixed group in here - the group i did this with was a little over lvl, but i think it would work just right atlvl 35-40, and the xp would be good dungon xp.
i recomend
a cleric
one or two warriors
one wizzie
one mage / enchanter

others are up to interpretation. our group ran 1 wiz, 2 warriors, 1 cleric, 1 ranger, 1 mage. worked quite nicely in those crowd control situatons, with the wizzie dropping big aoe's whenever needed

ok, i REALLY recommend someone with FD pul for doing this.
break in, and when you are done with the entrance tunnel (approx 10-15 gobbys in the way) you'll get to a room with 7 or 8 exits. heading to the left, you get to a workshop, where the goblin warder spawns. the warder drops a nice little peice of equipment called the shroud of nature, and was blue at lvl 40. hit fairly hard, betweend 30-80 max, and basically wasn't too hard to kill with the wizzie dropping a nuke. the workshop area has a wall by it, as well - about 10 spawns in this room, so it would need to be camped if you are REALLY on the ball.

from what i can tell, the classes of the goblins are below
slinker - rogue
mosstrooper - shadowknight
boneseer / bonecaller - necromancer
rockchanter - shamen
whipcracks/slavedriver - warrior
firedrowser - wizzard
slave - mage
stalagknights - shadowknight or warrior, not sure
warder - warrior

i also recomend someone with teleportation capabilities, so you can get out - this dungeon is designed so taht you take about 100 pts of dammage in the drop to get into the dungoen itself (right wall upon entry - it's an illusion).

my two coppers for now

Siacay
Humbug. Lvl 30-35 is just fine.
# Sep 18 2000 at 5:38 AM Rating: Excellent
*
77 posts
Ok, first of all this zone can be done handily by a much lower lvl group. Did just fine there tonight w/ a 30 bard, 34 cleric, 34 mage, 34 monk and 34 druid. That's a group of 5, nobody over lvl 34.

The zone line is located at 3450, 2900 in fronteir mtns. There are numerous gobbo's right outside the zone, but they can not see through invis.

Once inside, there is one mob that spawns near the entrance. It's generaly a low 30's mob. We usualy zone in, kill that mob, then buff up and med up. For buffs, I reccomend you buff all your resistances, but in particular poison/disease/magic as you will be dealing with a lot of necro/shaman/SK type mobs (and yes, the stalagknights are shadowknights... how you can fight even one and not realize that is beyond me, since I've never yet had a warrior mob harm touch me...)

after medding and buffing, invis up and move into the first room. The secret floor to the pitfall is on the right hand side. The drop will only take 100 pts of dmg if you're wearing full plate and carrying about 500 copper on you, but I digress. We usualy lev down it anyway.

In this first room there are 2 spawns and a wanderer.

Now, here's what I like about Droga. There are a lot of mobs on fast respawns. None of them see through invis. They are packed close together, but have a fairly low aggro radius. Monks can easily single pull w/ fd, but even without a monk, you can generaly pull 2 at a time.

You have 2 options. You can DO the dungeon, or you can go invis and move to a camp. I like doing it, for several reasons. One, it's fun. Two, the xp is very nice. Three, a lot of loot here is randomized. Four, there really are a very few places to "camp" unless you're camping for xp. The chief, the soothsayer, and the warders, that's about it. And I stay away from the chief and soothsayer.

The above poster is right (and wrong) about tp capabilities. Once you drop down the pit, there are 3 ways out. Gate/tp, fight or invis your way through, or die. You can't run for zone like you can in some dungeons.

Bear in mind, however, that old succor spells do not work in Kunark dungeons. If your tp'er does not have the Kunark evac's, you will need to use a slower TP.

However, should you choose to go in w/out tp capabilities, keep in mind that when it's time to leave, you can invis and walk through the dungeon to the zone line. Just make sure you have a map so you know how to get there ;) And corpse recovery, while never fun, is also not that tough because you can walk around invis.
Old evac spells work fine in Droga
# Nov 22 2000 at 12:24 PM Rating: Decent
18 posts
Correction: The regular evac spells work fine in Kunark dungeons. I evac'd my group to Butcherblock last night after camouflage dropped on our ranger as we crossed the goblin city. :)
Storeroom (Chielf / Bodyguards)
# Aug 23 2000 at 1:32 AM Rating: Default
16 posts
This area can be rough, even on a group to which everything is green, as there is no safe place to pull single mobs to... you'll have to clear an area, I like to clear the small room just north of the ramp upto the chief's ledge.

Once you've cleared the spawn in that room, clear the 2 guarding the entrance (if they didn't already join in the battle).

Once that is done, you should be able to safely pull the chief spawn to that room... monk pulling is best, but anyone 50+ can do pretty well.

Clear all the other spawns in this area as they may respawn as bodyguards (drops include Whip of Strangulation and Circlet of Shadows). The chief is blue to level 50, all other mobs are green from what I've seen.
Who ?.
# Sep 13 2000 at 8:45 AM Rating: Default
Heya Guys I have a problem here
Any one know who drop Sainy's Singing Degger in Droga?.
Please let me know,
lvl59 mage from Tribunal Server
RE: Who ?.
# Sep 18 2000 at 5:41 AM Rating: Default
when kunark came out, was a class only dagger dropping in here, for each class, it seems.
Looks like they took those out, killed half a million gobs and havent seen hide nor hair of a dagger, besides Fine steel.
RE: Who ?.
# Nov 15 2000 at 2:39 PM Rating: Default
Whistling Dagger
RE: Who ?.
# Mar 28 2001 at 7:57 PM Rating: Default
I have faught here alot. Although a very rare drop off any mob you will eventually get one if you kill enough goblins.
Done easily enough.
# Aug 27 2000 at 9:40 AM Rating: Default
A level 54 druid and 52 shadowknight cleared out the entire area quite easily.

The key is just to keep moving once you clear spawn out of an area. It also doesn't hurt that we could pull singles each and every time.

Once to the Chief, we could hold the chief's room + the room below (with the tents) fairly easily.

Cake walk, but it takes patience, and no F#$*& ups.

Karde, Solusek Ro, SK
#Anonymous, Posted: Mar 16 2001 at 3:29 PM, Rating: Sub-Default, (Expand Post) Listen man if your 50+ in this zone IT HAD BETTER HAVE BEEN EASY OR YOUR 100% MORON.
RE: Done easily enough.
# Feb 01 2001 at 4:30 PM Rating: Default
God save me from bored high level players who just want to camp the uber-loot, not the xp that the monsters give.
RE: Storeroom (Chielf / Bodyguards)
# Aug 23 2000 at 3:45 AM Rating: Decent
*
141 posts
"anyone 50+ can do pretty well"
Come on, if someone wants to pharm phat lewt let them figure out how on their own. I would much rather see a level 35 strategy here for people who actually need the help than something for people too dumb to figure out how to kill things 20 levels their junior.

RE: Storeroom (Chielf / Bodyguards)
# Aug 26 2000 at 10:49 PM Rating: Decent
*
132 posts
sparr, i can honestly say i totaly agree with you - the fun part is figgering it out. see the post above, it's got a few good stratagies
RE: Storeroom (Chielf / Bodyguards)
# Aug 24 2000 at 7:14 PM Rating: Good
Unfortunately Sparr, the chief/bodyguard area is almost impossible for a group of the target level to do.
RE: Storeroom (Chielf / Bodyguards)
# Aug 25 2000 at 11:13 AM Rating: Default
I am doing a raid on him tomorrow the 26th group will consist of 35 - 40is level. I will let you know how we do aganst him.


Fobbo Furriefoot
Soothsayer Temple
# Aug 23 2000 at 1:26 AM Rating: Good
16 posts
One of the 3 main camp areas in the zone is the Soothsayer Temple.

If after zoning in, you hug the wall on your right (check one of the many maps) you will eventually get to do double fake-wall, just before the wall is safe most of the time, there's only 1 roamer that will wander here, and he usually doesn't wander all the way in.

Just past the fake walls there are two static spawns guarding the upper path, and two roamers that come down the path, once your group has cleared these (or you have if you are solo'n) you can start clearing the lower pool area.

There's on static spawn that will get in the way, on the right hand side of the ramp down, under a lean-to. There are at least 2 roaming spawns that wander upto there and around the pool. There's another static spawn just on the other side of the entrance to the 'temple' that depending on the pullers level, you might want to pull.

Once all these are clear, you can begin to pull from inside the 'temple' itself... pulling singles is possible at 50, possibly as low as 47 in some spots, otherwise get a monk to pull.

Once you pull the inside there are 4 static spawns there, any one of these can be either a Soothsayer, or the named Soothsayer (Dregzak). If your group is strong enough, or high enough, you could all just invis and walk into this area, just don't let any run away. It is possible to kill the two on the east side of the room without aggroing the other two spawns if everyone in the group is high enough, otherwise it can get a little hectic.

Please note: this guide is designed for those after the items, not for those after exp, since if you get exp here, you'll be pulling large groups... it's possible, but the tactics for that will vary greatly depending on your group members.
Enchanters rule
# Aug 23 2000 at 10:56 AM Rating: Default
As an enchanter, my stragtergy works this way.
This is the easiest way there every is.
There's a roamer right before the double hidden door, once it's kill you can use that as a soothsayer slaying ground.
Invis yourself after you kill it. go straight to the Soothsayer, they can't see invis, don't worry. The only place to pull it is at the hallway, once you enter the Soothsayer House.
Ok, here you go...
Dazzle his pet, that make him come to you. Use "mezmerize" on The Soothsayer. Tashinia him, invis yourself and run back to where you killed the roamer behind the double hidden door. The Sooth will come to you in about 30 secs.
Have fun !!!
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