This is a wiki for a reason. Anyone can contribute. If you see something that is inaccurate or can be improved, don't ask that it be fixed--just improve it.
[ Disclaimer, Create new user --- Wiki markup help, Install P99 ]

Charasis Basement

From Project 1999 Wiki
Jump to: navigation, search
Class(es): Enchanter, Necromancer, Shaman
Levels: 53-59
Zone: Charasis (Howling Stones)

Contents

Getting to the Basement

To get to the basement simply drop down from the entry platform. Ideally you want to drop off the north end to land in the safer area. A high-level character (55+ at least) should be able to survive the fall, but to save HP you can use Levitate/Dead Man Floating/
Pegasus Feather Cloak
Pegasus Feather Cloak
Item 659.png

MAGIC ITEM NO DROP
Slot: SHOULDERS
AC: 6
DEX: +7
Effect: Levitate (Any Slot, Casting Time: 6.0)
WT: 5.0 Size: MEDIUM
Class: ALL
Race: ALL

. Also, levitation gives you time to move to the safe spot before you land, if you did't jump off the north end.

Entry/Middle Room

Unless someone has cleared the room there will be 4-5 mobs up and wandering about, but there is a safe spot where you can land (and pull from): the raised ledge on the north end (where the above picture was taken from). Almost all of the mobs in this room are melee, with one exception: An undead oblation. You should also be aware of the Sepulchre Skeleton, as it is a Shadow Knight that will harmtouch.

If you pull carefully you should be able to kill all of the mobs in the room one at a time. After you're done there are two side rooms, which connect to further corridors. None of these have especially great loot, but it's a great area to gain XP in, especially if you're a soloing Enchanter/Necromancer/Shaman, or a group when the wings above have already been taken.

Charasis Basement.png

Adjacent Rooms

There are two adjacent rooms in the basement. A Shaman very likely won't be able to clear the entry room quickly enough to reach these rooms. Even if they could, both rooms have several mobs close together, making it impossible for a Shaman to single pull.

Enchanters and Necromancers on the other hand, can clear the entry room with plenty of time to kill mobs in the adjacent rooms, and between their charming/pacifying/FD spells they can break them much more easily.

Right Room

To the right (when sitting against the safe wall, as in the picture above) is a room with two mobs and a third that roams through. The two mobs are around a corner so you have to move close to the corner opposite to even see them. Once these two and the roamer are cleared there are further tunnels behind this room leading to more mobs.

Left Room

This room is harder to break than the right room as it has four mobs at all times. Like the right room it has tunnels with more mobs behind it.

Dangerous Mobs

Necromancers should take care when facing A Bile Golem, A Pyre Golem, or a A Bottomless Devourer, as none of these mobs are undead and so can pose a greater threat.

Shaman should take care when facing An undead oblation. These wizard mobs root, nuke and dispel a Shaman's buffs, and since they can't (like an Enchanter or Necromancer) charm them a Shaman's only recourse is to root the oblation, then move around a corner to where the oblation can't see (and thus can't cast on) the Shaman.

All classes should be careful when dealing with a sepulcher skeleton, which can harmtouch. One option: send a pet in first to take the harmtouch for you.