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Chardok Raid Guide

By Neferti - Tallon Zek

Check the maps of Chardok regular area and back caves and the Royals area

This is the basic sequence to do a royals raid. The following is a brief description of the waypoints (refer to the above maps).

1 - Alcove before the first bridge
2 - Alcove just after the first bridge
3 - Bottom of the passage before the second bridge
4A- Staging point for Korocust
4B- Staging point for pulling the outer guards
5 - Staging point for pulling the courtyard guards
6 - Staging point for the invis run to 7
7 - "Safe Passage" you can camp and/or hang out here safely
8 - King/Queen guard pull spot

The key to making a chardok raid a success is to KEEP MOVING. If you choose to do Korocust, move from 3->4A, otherwise go directly to 4B. Korocust is essentially a 30 minute delay or so since you will have to fight bridge respawn. In my opinion, Koro is usually not worth it. If you have a high enough level/small enough force, you can use AE tactics effectively in chardok to speed things up. I would recommend 30 at an absolute max (24 better) for AE tactics. If you can't use AE, you will need to mez big pulls in order to keep pace.

Pulling the king and queen guards can be quite challenging, especially since you have such a small window to fight in. There really isn't any good way to do it, there are just different bad ways. You can charge in and mez all the guards. Or you can pull the guards and then pull or charge the mob. You can even pull the mobs and leave the guards up. Whichever works best for you, however, they all have their own pitfalls and problems. We usually pull the king guards, charge the king, then pull the queen to the king's room solo (not THE way, just A way).

Korocust - Level 59-60 or so, blinds, can be debuffed and nuked. Real easy. Can enrage near the end of the fight, so save your nukes.
(common) worn crescent axe (rare) jade inlaid crescent axe (rare) incarnadine greaves

Prince - Level 58-59, blinds, gravity fluxes, casts some other spells, can be debuffed and nuked. Pretty easy.
(always) head of a prince (common) paladium axe (rare) jagged longsword of mourning (rare) incarnadine boots

Sarnak Royal Herbalist-Level 45-48 - This guy has a PHer called the royal herbalist apprentice. He spawns maybe 1/3 to 1/5 or so, and he drops the herb maybe 1/3 or so. He is real easy, but he casts a druid damage shield. So be aware if he is up all of the sarnaks in his area will have a nasty damage shield.
(uncommon) herb

Overking Bathezid - Level 65, very resistant to magic and nukes. After Malo/tashan you can land debuffs on him and stun him. Lures land well, other spells can land but not reliably. He complete heals, gfluxes, gates, and has an unresistable fire aoe thats pretty minor. If you fight him in his room make sure that you don't get gfluxed through the hole as this will aggro the herbalist area (so either clear it or don't fight under the hole). If you pull him, make sure he doesn't gate.
(always) note (common) argent defender (rare) incarnadine breastplate (rare) vibrating gauntlets of infuse

Queen Velazul Di'zok - Level 62 or so. She doesn't have many hit points (around 18k or so) and has very low resistances. She has the same AE that Rak'ashiir does, which is a fire based bard song that does around 800 a tick or so. Her Fire aoe is either a bard song or a proc, so runing people might prevent this. Most people use fire pets or a runed warrior using 55 disc while the others go full offensive. She can gate, so if you pull her make sure to nuke her dead before she finishes. It's very difficult to pull her guards, but pretty easy to pull her solo to the king room. Pulling with lull song might be easier then splitting with monks. Besides mage fire pets, charmed guards are also immune to her fire AE so you might leave some up.
(common) shard of darkness (uncommon) an ancient sword blade (rare) insignia protector (rare) incarnadine helm

Golden rules for chardok:
Have a SOLID CR plan... this means camping necros/clerics/staves out, making sure a rogue gets out or can get back easy

Don't push mobs through walls, don't push mobs through pits, don't let mobs gate, make sure you don't have any runners. When you go from the library into the herbalist room NO PETS! You can recast pets for the actual king fight. However, having pets in the herbalist room - they can get aggro from the kings aoe if you are pulling the king guards up the ramp. Additionally, they can path and fall in the pit (guess what happens next). You should debuff AND snare every single mob you fight. Some of the mobs get that funky level 61 spell INDOOR SOW. So, if you don't either dispel this or snare them when they get to 5% life they shoot out of wherever like a gnome out of a potato gun.

Anyways chardok is a very fun zone too but the spawns come fast (its a nice idea to clear to the royals using AE tactics - the mobs do it too though so watch out) and you get easily swarmed, there is also wandering runners that can summon which can get REAL nasty! Never ever ever let something gate there!! Note that this dungeon got an upgrade, there are less wandering gaters that summon you to the back of the dungeon and several loot upgrades. If you are non kos you might get some fun surprises too.

Chardok Loots

MobName Common Semi-Common Semi-Rare Very-Rare Location
The Bridge Keeper Inlaid Jade Hoop Stained Cloth mask Di'zok Oracle Shillegil The bridge before Korocust
Foreman Ku`Lul Mask of Secrets Sarnak Prayer
Beads
Boneshear Bottom floor of the bank
Foreman Mirt`akk Vial of Roiling Gas Sarnak bracer of
honor
Girdle of Flayed Iksar Fester Cubby
before Niblek in the mines.
Grand Herbalist Makha Small
Manisi Plant
Sarnak Parrying Blade Manisi
Herb (Necro epic)
Meditation Hoop In the mines ( near the bank), in the herbalist area.
Drill Master Dih`roul Etched Steel Baton Sarnak War Bow Sarnak Summoner's Dagger Top floor of the bank
Underboss Myli`ki Nathsar legs Tattered
Flesh Veil
Observer Aq`touz Nathsar Bracer Fancy Velvet Mantle Baton of Royal Stature
Arch Inspector Nibi`zi Di`zok Sceptre of Authority Pearly
Sarnak Bangle
Spawns in
Korocust's room
Grave Master Zo'lun Earring of Blazing energy Crypt Master's Conjuring Stone Hardened
Bone Spaulders
Engraved
Di'Zok Deathbringer
Before Arch leading to the Royal castle area
Wizened Herb Collector A Sandwich of Foul Smelling Herbs Herbalist's Spade Dark
Scale Sleeves
Small
Manisi Plant
Herbalist area, left of the little house
Watch Captain Hir`roul Earring
of Everfount
Jade Inlaid Spaulders Earring of Twisted Leaves Spawns in the first room at
the right, heading down the tunnel.
Captain Di`ouz Guard Captain's Mallet Earing of Woven Bark Bronze Statue of Bathezid He
spawns on the upper left turret of the entrance gate to Chardok
Grand Advisor Zum`ull
Interrogator
Gi`Mok
Nathsar Helm Note
(To Ring of scale, Drusshk maybe)
In
Korocusts room
Watch Sergeant Riz'oul Nathsar vambraces Sarnak
Hide Boots
Di'zok Wrstsnapper
Battle
Master Ska`tu
Nathsar Gloves Jeldorin Shai'din
Reverent Bauble
Before the Arch leading to the Royal Castle area
Overseer Dal'goor Sarnak Backstabber Overseers Singet ring Iksar Hide Cape Dessicated Halfling mask Between Herbalists and the dog area
Sarnak Collective Auditor Iksar hide Manual Girdle of Rapidity Darksight Dagger In
the bank area
Kennel Master Poison washed shoulders Iksar
hide cap
Hammered
Golden Loop
In the tiny little outhouse type building, at the dog area.
Deathfang Rabid Chokidai Fang Imperial
Wardog Collar
In the little pit before the large building at the dog area.
Alchemist
Acolyte
Vile of Sarnak Brew Di'Zok
Escape Staff
An
Iksar Trustee
Earring
of Cleansing
Earring of Purity Cubbybefore Niblek in the mines.
Korocust Worn Shai`din Naginata. Polished Shai`din Nagitana Note(to Phara Dar) Incardine legs
Courier of Korucust Courier's Potion Writ of Di'Zok Note (to Venril Sathir) Slick Leather Courier's Cape
Prince Selrach Di`Zoc Palladium axe Incardine Boots
King A singed scroll (Cleric epic) Argent Defender Incardine Breastplate Vibrating Gauntlets of Infuse
Queen Crappy
Dagger
Warrior Epic blade Insignia
Protector
Random Items
Sarnak Battle Sheild (Random skeletons and Sarnaks)
Di'zok Wristsnapper
Tribal War Mask (off Sarnaks)
Stave of Shielding
Chokidai Spines ( Random off dogs)
Water Sprinkler of the Forgiven
Sarnak arcane fetish
Sarnak Earing of Station
Jagged Blade of the Mourning
Argent Defender
Edge of Cabilis
Sarnak Skull Splitter
Golem Tear Ring (Off golems)
Iksar Skin Gloves (Off skeletons)
Ring of Di`zok (Off herbalist type sarnaks)
Di`Zok Begirding (off Sarnaks)
Tribal War Boots ( Random off Sarnaks)
Silver Swiftblade (Random)
Symponic Saber
Chokidai Hide Spaulders (Random off dogs)
Ivory Imbued Collar (Random)

Notes:

Chardok--The Royals
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Last time I led a raid there we got 5 kings, 5 queens, and 2 princes ;)

We camped in the pit in the King room. This had some problems as stuff from above aggro'd and we got trains bigtime, but we had enough wiz/mages to AOE so we just AOE'd the trains to hell, and looted. Anyhow, we just kept the queen room clear and pulled her just out of the arch into the kings room, and we killed her there, lvl 60 warrior locked aggro on her and SK's HT'd, pals stunned taunted, etc and she never once ponged, only 1 death in all the fights with her more or less (a rogue with low hps ;).

As far as # of people, it depends on your strat, you can mez or you can AOE. For AOE, a few wiz, a few druids, a few mages, some clerics, few ench. Both work just fine. The most IMPORTANT thing of ALL when doing the royals area is to SNARE EVERYTHING. Most raids seem to get wiped out in there because of all the shaman sow'ing sarnaks and missed snares causing huge trains. Get a lvl 60 wiz or Druid to AOE snare everything, and then get a ranger or 2 to make sure everything is snared every fight. Usually works till they fall asleep, but make sure they know they are responsible for it.

After queen room was broken for us, our Monk went LD forever. So I pulled Queen, herb old room, and library etc everything, we had no problems doing AOE's most of the time, but not always. I did limit the raid to 55+ tho, helped a lot with downtime and deaths.