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Old 07-14-2007, 05:48 AM   #1
Krasni
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Default Guide to Wardship Armor and The Marsh of Peril

NOTE: The area referred to as "The Marsh of Peril" is the combination of 3 chunks: Wardship of the Celestine Moon, Ruins of Vol Tuniel, and Thelaseen. Also, many people (myself included) often just refer to the whole darn area as "the wardship" which is technically incorrect.

Ok there's a lot of info scattered around the internet on the wardship, and a few guides... but most seem to just tell you what you need, not where you get it from. I was in and out of the wardship from 28-33, and almost full time from 34-41, and gleaned quite a bit of info from my experiences there. EDIT: This was for the summer of 07'. Completing a set of wardship armor as of now (summer 08') will take a CONSIDERABLY lesser amount of time and levels. I am currently running a character through the wardship to experience the changes and to update this guide. I will now proceed to ramble on about my time in the wardship and its dungeons, and provide a few tips on where/how to get certain items. If you know how to get the pieces, but want a little more in-depth info on the dungeons and their mobs/layout, skip to my next post.

First off, TTH has a great little chart on what you need for which piece here.
For every piece, you need ancient armor piece + candle + rune + tome + catalyst. My first bit of advice is to buy some bigger bags, because the wardship is going to ruin your inventory space!

First off, you need faction with the Celestine Ward..... a lot of faction. As of now, ALL races start at -2000 faction (evil races used to start at -8100). Until you get to 2000 faction, you should do the quest to kill bloodhowlers (or mushroom spores, read on a bit), which is repeatable. This is given in the building in the southwest corner of the Wardship outpost, and has you kill 100 bloodhowlers for 500 faction (and 28 copper!) so 100 kills = 700 faction total, as each mob gives 2. You can also turn in runes for faction, which I will mention later. Another option that has been added in is to do the mushroom spores quest in the recondite threshold. Collecting 30 mushrooms (ground spawns throughout the swamp) can be turned in for 500 faction and ~30k xp, this quest is repeatable. It is less time consuming than the bloodhowler quest. The advantage of the bloodhowlers is that you can get wardship drops as you kill them.

Faction
Tier1 catalyst: 2000
Tier2 catalyst: 5000
Tier3 catalyst: 11000
AW* catalyst: 11900

AW = ancient weapons

Two things happen at 2000 faction. First off, a lot of new quests become available in the Wardship, and most of them give faction. One such quest is to head south to the recondite outpost in Vol Tuniel, where you will find more quests to do, also for faction. There is a nice list of all the quests in the marsh of peril here. You should do any and all quests you can find in the Celestine Wardship outpost as well as the Recondite Threshhold, as they provide quite a bit of faction.

The other thing that happens at 2k faction is that Thorian Glowban, the ancient rituals expert outside the bank building, will offer the first catalyst, used to make pieces for arms, wrists, and waist. The same thing will happen again at 5000 faction. New quests will become available, as well as a new catalyst, this time for head, feet, and hands.

OK, with the faction out of the way, I'll talk about the components. First up, the candles, because they make the least sense!

Candles:
Tier1: Ixi, Rul
Tier2: Mar, Vil
Tier3: Sar, Kel

Where can you find the candles, you ask? The answer is anywhere. Depressingly, a level 28 bloodhowler has the same chance of dropping your precious kel and sar candles as a level 40 6dot deep in the Vi'Rak temple - you just gotta get lucky with em. The good thing is that they're tradeable, and you can usually get them cheap off the broker if you need to. My advice would be to not worry too much about candles - by the time you collect your armor, runes, and tomes, you should have more than enough candles. They drop relatively frequently.

What about the armor drops themselves?

Armor:
Tier1: Waist, Arms, Wrists
Tier2: Head, Feet, Hands
Tier3: Shoulders, Legs, Chest

Just about anything in the marsh of peril, be it bloodhowler, frog, or Vi'Rak boss, has a low chance of dropping a piece of tier1 or tier2 ancient armor. Again, you just gotta get lucky. Unlike candles, however, armor is soulbound. EDIT: This is the paragraph where I used to complain about how frustrating it is to get armor. Fortunately, armor now drops all over the place and is not really an obstacle.

OK back to where to get tier3 armor. You do have a shot in any of the dungeons, as I mentioned. For a better drop rate, and for tier3 in particular, you need to delve into the depths of each the three dungeons. For Vol Tuniel, the basement is your best shot, especially near the throne room. For the Vi'Rak lair, this means the temple. For Thelaseen, this means the drake or golem islands, or the smaller islands beyond them. Patience is the name of the game here, as you will also find many tier1 and tier2 pieces. The payoff comes in the form of 7-10k xp per kill in a full group, and 5+ faction per kill as well.

Greed roll on armor pieces you don't need - they sell for some decent coin to a merchant and you can also turn them in for motes. I'll discuss motes towards the end of this post

Next we're on to runes! Runes are my favorite piece because they come from mobs that drop them every time. Every named boss will drop two runes. Sure, the mobs are bosses that are often very difficult to get to, but at least you know you're going to get some runes, as opposed to the armor/candle random chance waiting game.

Runes:
Tier1: delso
Tier2: somor, rigva
Tier3: eltha, zalge

Delso is the easiest to get, and you will learn to hate delso. Scattered throughout the marsh of peril are bloodhowler camps and troglodite ruins, and there are many named bosses that can spawn at any number of such sites. This area, the area outside the 3 dungeons, is often referred to as the "overland" area, as the dungeons themselves are primarily not at ground level. Any of these nameds are guaranteed to drop the delso rune. They are not soloable by every class, as they are all 4dot mobs, and they all hurt like sonsabitches. (Curse you Hunter Redhand!) Be wary soloing in the marsh, as most of its denizens are much harder than a comparable level 3-4dot found outside it. I will discuss a few mobs and their attributes/behaviours later. Also, if you're unlucky, you can still get delso runes from nameds inside the dungeons themselves. If you do, it is OK to break down and cry.

Somor and eltha runes are found in Vol Tuniel and the Vi'Rak lair (which is actually connected to VT, though you can get in elsewhere) Any named has a shot at dropping either, but the higher level the boss, and the deeper in the dungeon, the better the chance of it dropping an eltha rather than somor.

Rigva and zalge runes are found in Thelaseen. Unlike VT/Vi'Rak, I didn't find bosses that seemed to drop the tier3 rune (zalge) at a higher rate. In fact, you won't find many nameds at all early on in the dungeon, with the exception of Vodel the Sneak. (You don't find him, he finds you. And only when you are busy. Good thing he sucks) Vodel, however, is a complete tool, and will never drop his nice dagger, and will usually give you a delso or rigva rune.

The golem experiments on the golem island in Thelaseen appear to drop only tier1 and tier2 runes. If you need runes from Thel you should probably try the islands behind the drake and golem islands.

EDIT: Neither of the tier2 runes (somor, rigva) are exclusive to a dungeon anymore. They do tend to drop more where I have pointed out, but it is possible to get somor in Thelaseen as well as rigva in Vol Tuniel.

I have also been told (Courtesy Jgok, flamehammer) that bosses on the surface of Vol Tuniel (IE within the walls, but not in the basement) can drop both somor and rigva (in addition to delso, of course). I also know that they can drop eltha from personal experience. Add to this that they are fairly easy and you have a great place to farm runes for faction or for your armor. You'll still have to go to thesaleen for zalge, however, and you'll still probably want to venture deeper into VT for a good chance at an eltha rune.

Greed roll on all runes you don't need. They can be turned in to Mr. Glowban for faction. 100 for tier1, 250 for tier2, and 500 for tier3.

And finally, the tomes. I hate tomes.

Tomes:
Tier1: rore, soom
Tier2: jgor, ilsu
Tier3: quel, vurm

First off, some rules about tomes. Tomes are ground spawns that you right (red ! icon) click to open, and then loot. They're hard to miss because they (in most cases) have a red light beam shooting up a few feet over them. You can tell what kind of tome it is by mousing over it, but note that you CANNOT do this while invis. If you are invis, you won't get the ! icon, you won't be able to tell what kind of tome it is, and won't even be able to loot it. The other thing about tomes is that they are connected spawns, much like harvesting nodes in many areas. If you see a tome you don't need, you should still pick it up to spawn another somewhere else. This means you'll be picking up plenty of jgors in VT and plenty of ilsus in Thelaseen.

Like the tier1 runes, the tier1 tomes can be found scattered throughout the overland area in the marsh of peril in any of the troglodite ruins. They can also show up in Vol Tuniel or Thelaseen

Jgor and Quel can be found in Vol Tuniel. Jgor spawns all over the damned place, while Quel is found almost exclusively within the throne room itself, though you can get lucky and get it in another room. Note that if you are using invis to go around and check tomes, that mosquitos DO see through it, and will proceed to destroy you. Did I mention that they have 150% run speed and that their attack stuns you if they are flanking? Also they have AOE attacks and will wipe your party every few minutes if you aren't careful (or high enough level). Moving on.

Ilsu and Vurm tomes can be found in Thelaseen. Like jgor, ilsu spawns all over the damned place. Note that you CANNOT find vurm on the first few islands. You must go PAST the golem or drake islands to the smaller ones beyond to have a shot at it. Thelaseen, like VT, is hard to get around invis. Drakes and drakeguards see through it, and almost every island has pathing drakes. Note that there is one island full of dark elves, all of which see through invis.

Tomes, while a pain, are now tradeable, and can be found on the broker for a reasonable price most times. (Unless it's vurm. Usually expensive because it's really the only hard one to get.)

Vi'Rak lair does not have any tome spawns. This sucks, because Vi'Rak is the best place in the marsh.

OK so you ground out your faction, got your candles, your runes, your tomes, your armor pieces, became a hermit, alienated yourself from both your RL family and your in-game guild, and got outleveled by all your friends. Where do you go to actually turn all this stuff into armor?

Southwest of the entry ramp to Thelaseen is a big glowing orb surrounded by three golem guardians. There are many ways to deal with them (in addition to just killing them, of course, but they are 4dots) My cleric friend simply turned on invulnerablility and ran in. You could also lull them. A common tactic is to have one person piss em off real good and then run away while the other moves in to click the orb. Simply right click the orb as many times as you need armor pieces. Note that it decides which armor piece to make, not you. That means if you have all the things you need for both your legs and your BP, with the exception of one vurm, the orb decides that you need pants and have to wait for your BP. So if you have the necessary components to make multiple pieces, make sure to bring only what you want to make, and leave the rest in the bank to make sure you get what you want.

There is one final thing to do in the wardship - the ancient weapon quest, given by Mr. Glowban, catalyst extraordinaire, once you have 11900 faction. The quest is to simply kill 5 bosses in VT (Vi'Rak lair counts, I believe) and 5 bosses in Thelaseen. Boss translates to anything that drops a rune, and you should by now have a good idea of where those are. (Not from this guide, by from getting to 11900 faction and getting your runes. I'll talk about nameds locations in my next post) After you complete the quest and get your reward (options are a longbow, shortbow, healy orb, nuke orb, throwing dagger summoning thing orb, and a shield) you have the final task of enchanting it. I say task because at this point you're in so deep there's no way you're leaving without finishing.

To enchant you need 1 of each tier3 rune, candle, and tome. Yes I'm serious. Vurm, quel, kel, sar, eltha, zalge. You also need 300 motes of power. Now what the hell are those exactly? Well, after you complete the weapon quest, any boss you kill drops 5 motes of power. (They're quest drops, so everybody that needs them can get 5) Note that bosses in Vol Tuniel do not drop motes. Don't panic, you don't need to kill 60 bosses. Remember those armor pieces you've been saving? You can turn in tier1 pieces for 5 motes, tier2 pieces for 15 motes, and tier3 pieces for 30 motes. Many people have so many pieces at this point that they don't really have to kill any bosses for motes at all. Once you have everything, get a perfect catalyst from Glowban and head off to the orb for one final time!

Reward links

Warrior - Leauven's armor
Dreadknight - Karrakis armor
Paladin - Kullom's armor
Bard - Elrethalon's armor
Ranger - Lorielle's armor
Rogue - Migenzo's armor
Monk - Drane's armor
Cleric - Lluain's armor
Shaman - Moogalak's armor
Disciple - Auraki's armor
Bloodmage - Azzuri's armor
Sorcerer - Svifwin's armor
Psionicist - Obin's armor
Druid - Aiea's armor
Necromancer - Villain's armor

Base ancient weapons

Ancient Shortbow of Leth Varael
Ancient Longbow of Leth Varael
Ancient Shield of Leth Varael
Varaelian Orb of Annihilation
Varaelian Orb of Healing
Varaelian Orb of the Moon and Stars

Enchanted ancient weapons

Yasoril, Celestial Avenger
Damelun, Harbinger of Night
Resadal, Bulwark of the Heavens
Rylsca, Anari's Wrath
Tessoral, Tuniel's Mercy
Queldoral, Bounty of the Gods

Last edited by Krasni; 07-21-2008 at 08:37 PM. Reason: Updated Information
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Old 07-14-2007, 05:49 AM   #2
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Okay heres a few thoughts/tips/pointers/whatever on the dungeons and mobs within the marsh of peril. All these dungeons require a good group, preferably full, doable in some cases with 4-5 members if you're high enough level and smart enough. One tank and one healer is fine, 2 healers can't hurt, and bring lots of DPS. Any sort of CC, even if its just sorc sleep, is preferable - in fact, I'd hesitate to go into any of the dungeons without it.

Vol Tuniel

Important Mobs:
Troglodites: Short little lizard men. Most of them have a very nasty damage shield
Mosquitos: I mentioned these above. See invis, enhanced run speed, stuns, AOE attacks. If you get a mosquito add, either switch targets to it immediately or mez it.

Vol Tuniel is an ok dungeon, mosquitos aside. The aggro is reasonable and there are plenty of little offshoots in the dungeon that end with bosses. A big drawback is that you can get some major lag/hitching in here. The main question people ask is how they get to the throne room. First, enter Vol Tuniel proper by going through a gap in the outer wall and going to the large building in the center of the ruins. At the north end of this building there is a staircase that decends into the dungeon. To get to the TR, once down this stairwell, go straight down the hall for a looooong way, (including at any intersections) until you get to a room full of tainted souls (blue wisps) and you don't have the option of going straight anymore. Make sure you kill the boss (Lost Soul) as he is almost always up. On the right side of this room from where you came is a door with another staircase. Go down this and you'll end up in Dreadwing's room. To your left from where you came in is the only other exit in this little room which leads to.......another staircase. Go down this, there is an intersection with rooms on each side, go straight here as well, down one more staircase, and you're in the throne room. Follow the spiral ramp up for a few nameds and a lot of book spawns. If you are purely tome/rune camping, you can run between the throne ramp and the lost soul ramp and see Dreadwing, Lost Soul, and Bloodtail Ruulsh spawn quite often, all can drop elthas. Jgor/Quel spawn points abound in the area between them too, be sure to check the rooms off the intersection nearest the throne room. If Sethrak is up, be sure to kill him too, he drops platinum coins for racial mounts.

Map of Vol Tuniel and Vi'rak Lair -unknown author.


Here's the map updated to show details for the area I describe camping for runes/tomes. Red dots are tome spawn locations. Rooms with bosses are numbered.
1.) Pestilant Wind
2.) Lost Soul
3.) Dreadwing
4.) Bloodtail Ruulsh & Warlord Sethrak

Thelaseen

Important mobs:
High elves:Nothing special with them. Caretakers are healers.
Dark elves:Evil cousins, they see through invis and many have a large (~20m) aggro range.
Drakes:See invis, and path like crazy. Note that if you lull a pather and attack the high elf walking with it (or vice versa, lull the drake), they will both come anyway
Golems:These things have a metric crapton of HP. Unstable golems are social, stable ones are not. All golems can drop sentient clay, which if you get 30 pieces of, you can summon a 6dot golem boss.

Map: Not necessarily to scale or entirely true in direction, but you'll get the idea.


Nothing very special about the first 3 islands. You can find tomes for the "Recover our history quest" on islands 1-4. Island 4 is where Thelaseen begins to show its ugly face. Be very careful entering the castle, as the mobs inside see through the walls and WILL aggro you.Also be very wary of pathers here. Be sure you have any potential problem pathers dealt with, and then have your puller inch up gingerly to the castle and pull back down the ramps to the waiting group. You must go inside the castle to access the bridges to the drake and golem islands. Islands 5 (golems) and 6 (drakes) have identical layouts, but are mirrored. There is a perimeter with ramps down to a lower level, and this is how you access islands 7-10. You can also go inside the main part of the island from an entrance right at the bridge. Inside is a 3 storied structure, with a 5dot boss at the bottom floor in each case. These bosses drop platinum racial coins, which is a nice bonus. The golem boss seems to be up most of the time, but not so for the drake boss. Note that you cannot sleep or mez these bosses, the broodlord, or the 6dot golems. Note that there are no ancient tome spawn locations on islands 5 or 6. The Golem island has a bunch of named golems called experiments that will drop T1 and T2 runes and they are up frequently. You can also collect sentient clay here and summon a named golem that will drop runes as well as some decent gear. The drake island, in contrast, is not very good for rune farming.

Islands 7-10 are where the action is, IMO. This is where the vurms are, and each of these 4 islands has a boss at the top which can drop you a zalge. Island 7 is high elves, 8 is dark elves, 9 and 10 are mostly inhabited by drakes and drakelings. There is one important thing to remember though - clear the tunnels below the castle before you enter the castle itself because on these islands, the mobs aggro through the damn floor. If you aren't careful, you'll wipe real fast.

Vi'Rak Lair

Important mobs:
Salamanders: Firebased mobs. In other words, fire spells heal them. I'm looking at you, sorcs and druids. Many of them have a very effective mitigation buff, but it can be despelled. These are the main inhabitants and they mean business.
Flame essences:Fire wisps, also fire based, weak but see invis.
Skeletons: Notable that they do not help the salamanders, and vice versa.

How to get there? Well, you can beat your way through VT, but I don't recommend it. There is an area in the middle of the chunk that is a little ravine. Don't worry about the poison gas at the bottom, it's pretty harmless. There are 3 tunnels down there full of 5dot Vi'Rak (get used to em, and get used to their awesome xp!) the easternmost tunnel leads to a portal into their lair. Map.

Vi'Rak is simply an awesome dungeon. There are 5dots galore, named bosses with nice loot all over the place, and the dungeon just looks great. The bugs are smoothed out too - no thesaleen aggro here. There are no annoying mosquitos either, and for those reasons you can even get by without CC, but bring a LOT of DPS. You won't find many other dungeons with 6dot wandering mobs. They aren't bosses and they won't drop anything - that's just how tough and how fun this place is. The only thing to watch out for here really are the ranged attack salamanders - Vi'Rak spawns, skinflayers, fleshrippers, and a few others. Be sure to run far enough back while pulling these or they'll just sit in place, happily demolishing you via ranged attack.


Rooms with bosses are numbered, I'll list the bosses here and the rough chance you'll find them up, plus misc info. The red shaded area signifies lava, which kills you fairly quickly (I've been with a warrior who died when he wasn't paying attention hehe)
Blue numbers mean confirmed spawns, Green mean suspected
1.) Vi'Rak Neophyte 50% - 4dot, low eltha chance
2.) Enraged Fire Lizard 20% & Vi'Rak Flamecaller(?) 100%
3.) Mind Ripper Xeyyexek 100% - Casts group mesmerize at the beginning of the fight
4.) Zeexelath the Immolator 33% - I believe he can spawn in either room 3,4, or 5
5.) See above
6.) Yxel the Soul Devourer 33% - Nasty 6dot boss with ranged attack
7.) Likely spawn but only seen PHs
8.) Same as 7
9.) Lathelos the Lost *% - Only non salamander boss I've seen (skeleton)
10.) Tormentor Eenax *% - Pull is tough, but remember skeletons don't help salamanders
11.) Zaxorthuun the Eradicator 100% - Special, see below
12.) Xaaleseesh the Inferno 100% - Special, see below
13.) High Tormentor Zeraxez 100% - Special, see below

*% means I have only been in this room once and thus can't give a very good estimation on how often they are up. The room is huge, and may very well have some other bosses in there.

Bosses 11-13 are all 6dots with an attitude. 11 & 13 have a massive mitigation buff that you must bring a counterspeller along to get rid of. Even with excellent counterspelling and 4 DPS players in the group, these mobs will take you 20-30 minutes to kill. They just have that many hit points. #12 is especially bad, as his special ability is a 15% regen that he will cast a LOT. I've only taken him down once, had a great group, but even with 2 counterspellers, this guy took us 55 minutes to kill. Thats five-five minutes, folks, as in just under an hour. These bosses will drop you a heroic item if you're lucky, but may also drop a rare item, and they aren't even guaranteed to drop you eltha instead of somor. IMO, they are simply not worth your time. The room they are in, however, is the very massive and impressive temple room, which has a nice armor drop rate and great xp, so I would still check it out.

Last edited by Krasni; 07-17-2008 at 03:21 AM. Reason: Updated Information
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Old 07-14-2007, 07:04 AM   #3
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Thanks to Krinjah, Sivalle, Taggerung, and everybody that put up with me while I wasted away in the wardship!

Last edited by Krasni; 07-14-2007 at 07:07 AM.
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Old 07-14-2007, 01:08 PM   #4
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Thx for this guide Krasni. Very usefull to me

this statement:

Greed roll on armor pieces you don't need, and DON'T SELL THEM TO THE MERCHANT. I'll discuss why later on

I may have owerlooked something - but why not ?

PS: any ancient armorpiece in my inventory are tagged "soulbound".

Last edited by Capewood; 07-14-2007 at 01:10 PM.
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Old 07-14-2007, 02:07 PM   #5
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You can turn in armor pieces for motes (you need 300 of em) to enchant your weapon, after you have completed the quest (requires 11900 faction to get)
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Old 07-20-2007, 02:05 AM   #6
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Wahts the name of the faction?
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Old 07-20-2007, 02:19 AM   #7
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You need faction with the Celestine Ward, which is the members of the Celestine Wardship outpost.
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Old 08-02-2007, 03:25 AM   #8
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Very nice write-up, thanks for taking the time.

This area has been one huge dissapointment for me, droprates of armor have been very few and far between. I've spent about 70% of my time between lvl 29-39 at Wardship with some friends, and I have only been able to complete 3(!) armor pieces, 2 tier1 and 1 tier2.

I have plenty of all 6 candles, also no probs with tomes and runes, the trouble is with the actual armor. I only had 3 light armorpieces drop (arms, wrist, gloves).

I may give it a little longer and try to get a couple more deep dungeon runs done, but don't have my hopes up. Once I hit 40 there's gonna be better things to do I guess.

Anyways just dissapointed, the whole idea with this area is great and the quests are fun, but please with the exp rate turned up as high as it is now, the armor drops needs upped as well to avoid outlevelling this area before you're done.
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Old 08-05-2007, 05:24 PM   #9
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seems your links dont work anymore to curse gaming. maybe you can update em
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Old 10-06-2007, 10:00 AM   #10
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I have heard that there are named in the VT area that are not in the dungeon but in the overland (inside the walls) area and that they can drop runes. I so far have not been able to find any of them. Can someone tell me where to look?

Some of the names I have heard are:
Ghostwing
Lessruk the Tainted
Sage ??? (a trogoldyte)


Thanks!
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