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Charasis Basement
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/
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
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.
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.