Ssraeshza Temple
| Ssraeszha Temple is the Luclin stronghold of the Shissar. Originally from Kunark and driven away by the Greenmist, the Shissar were once thought to be extinct. Instead, they used their magic to relocate to Luclin. Found in the Grey, it is the last remaining temple of the Shissar.
Players at least 55th level no longer have to worry about keyed areas in the temple (including the Emperor's chamber). The actual key quest is still active, however, and can be found here. |
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136 creatures found in Ssraeshza Temple
This Shard of Growing Power is the Hot Zone augment dropping off random trash mobs.
Posting from Louisiana
This trap is red to a level 51 Rogue, light blue to level 76.
It is in the hall on the way to the Shissar Assassin
at /location (-125, +324, -5).
Happened to skill up Sense Traps to 89 before it appeared.
When it appears it is a runed ring of stones that sets off
a 200 dmg DOT called "Serpentine Curse."
I started Disarm Traps with a skill of 11, at a skill of 100
it stopped detonating every attempt, and still trying at 154.
At that point I pulled the next mob from beyond it, killed it,
passed the trap, cured it with RGC and will forget it.
~ Tuggo
~ Apoth
~ Lyricist on Erollisi Marr
It is in the hall on the way to the Shissar Assassin
at /location (-125, +324, -5).
Happened to skill up Sense Traps to 89 before it appeared.
When it appears it is a runed ring of stones that sets off
a 200 dmg DOT called "Serpentine Curse."
I started Disarm Traps with a skill of 11, at a skill of 100
it stopped detonating every attempt, and still trying at 154.
At that point I pulled the next mob from beyond it, killed it,
passed the trap, cured it with RGC and will forget it.
~ Tuggo
~ Apoth
----------------------------
~ Muse Temperance the Elf ~ Lyricist on Erollisi Marr
Link to this post 2 replies
Posting from Portland, OROO. I hope these are trap names and not mobs. I am guessing traps. I encounterd the ghost yesterday as in I had it on my target when a trap went off, but couldn't see the ghost as a mob. I say OO because if this is a mob, I need to go back and do more killing. See my post on the main SSRA page as I just posted a claim to killing everything in SSRA solo except the Emp.
At the ame location and relative XP level as "A Shissar Ghost"
was another trap named "Shissar broodlings" I could sense but
could not trigger it by walking over it with both my characters;
(/Con red to 53, light blue to 76)
My guess is that the broodling trap is the random safe version
and the Ghost is the random dangerous trap spawn at that location.
I could disarm it, as I could disarm the other trap when I went
back to try skilling up between room pops.
When I left Sense Traps was up to 98, Disarm Traps is still 154,
and I was up by two dings.
~ TuggoX
was another trap named "Shissar broodlings" I could sense but
could not trigger it by walking over it with both my characters;
(/Con red to 53, light blue to 76)
My guess is that the broodling trap is the random safe version
and the Ghost is the random dangerous trap spawn at that location.
I could disarm it, as I could disarm the other trap when I went
back to try skilling up between room pops.
When I left Sense Traps was up to 98, Disarm Traps is still 154,
and I was up by two dings.
~ TuggoX
Posting from Portland, OR
Fabled Emperor Ssraeshza the entire encounter isn't fabled persay just the emp. Downed him tonight with 36 dropped 2 fabled belt,wrist,neck items and 1 fabled ring. Seem to have scaled them up a bit are around 420 base hp/mana and nice ac on those 2 atleast.
He hits for max 5k on a 3.6k ac pally. BRING YOUR BANES!!! fight takes forever if you don't have many banes.
Anden 75 Cleric
He hits for max 5k on a 3.6k ac pally. BRING YOUR BANES!!! fight takes forever if you don't have many banes.
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Kollin 80 Paladin Anden 75 Cleric
Posting from California
So you have to kill all the TM's to get the ring? Or is it the same as the regular ring just killing Fableds?
Army of One.
----------------------------
Gretian Rezzmore Army of One.
Link to this post 1 reply
Posting from Aberdeen, WashingtonNormal Ring:
Idol & ring drop from commanders, and Insignia drops from the 3 named upstairs. Only thing from taskmasters is bag
Fabled Ring:
Everything drops from fabled taskmasters, fabled idol, fabled ring, fabled insignia, fabled baggie. As far as I can tell the TM's have a random chance of dropping each one excep the bag which only drops from the warden that I've seen.
Idol & ring drop from commanders, and Insignia drops from the 3 named upstairs. Only thing from taskmasters is bag
Fabled Ring:
Everything drops from fabled taskmasters, fabled idol, fabled ring, fabled insignia, fabled baggie. As far as I can tell the TM's have a random chance of dropping each one excep the bag which only drops from the warden that I've seen.
Posting from New Zealand
Fabled Halo of Enlightening Barriers
MAGIC ITEM LORE ITEM NO TRADE
Slot: Head
AC: +35
Skill Mod: Specialization Abjure +3%
Effect: Enlightening Barrier (Must equip, Casting Time 7.0)
STR +12 DEX +12 STA +12 CHA +22 WIS +22 INT +22 AGI +12
HP +100 Mana +100
SV FIRE +10 SV DISEASE +10 SV MAGIC +10 SV COLD +10 SV POISON +10
Mana Regeneration +4
Shielding +1% Stun Resist +2%
Required Level of 75
WT: 0.5 Size: TINY
Class: NEC WIZ MAG ENC
Race: All
Hmmm doesn't seemed tuned Fabled wise....considering
Halo of Enlightening Barriers
MAGIC ITEM LORE ITEM NO TRADE
Slot: HEAD
Charges: Unlimited
AC: 15
Skill Mod: Specialize Abure +3%
STR: +8 DEX: +8 STA: +8 CHA: +12 WIS: +12 INT: +12 AGI: +8 HP: +100 MANA: +100
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Enlightening Barrier (Must Equip, Casting Time: 7.0) at Level 46
WT: 0.5 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL
MAGIC ITEM LORE ITEM NO TRADE
Slot: Head
AC: +35
Skill Mod: Specialization Abjure +3%
Effect: Enlightening Barrier (Must equip, Casting Time 7.0)
STR +12 DEX +12 STA +12 CHA +22 WIS +22 INT +22 AGI +12
HP +100 Mana +100
SV FIRE +10 SV DISEASE +10 SV MAGIC +10 SV COLD +10 SV POISON +10
Mana Regeneration +4
Shielding +1% Stun Resist +2%
Required Level of 75
WT: 0.5 Size: TINY
Class: NEC WIZ MAG ENC
Race: All
Hmmm doesn't seemed tuned Fabled wise....considering
Halo of Enlightening Barriers
MAGIC ITEM LORE ITEM NO TRADE
Slot: HEAD
Charges: Unlimited
AC: 15
Skill Mod: Specialize Abure +3%
STR: +8 DEX: +8 STA: +8 CHA: +12 WIS: +12 INT: +12 AGI: +8 HP: +100 MANA: +100
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Enlightening Barrier (Must Equip, Casting Time: 7.0) at Level 46
WT: 0.5 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL
it does NOT work to get into emps lair.....
----------------------------
Archfiend MDenham wrote: Quote:
Fine. You can figure out how I became so bitter by the age of 18.
If I got any more bitter, I'd be a pile of @#%^ing potassium chloride.
If I got any more bitter, I'd be a pile of @#%^ing potassium chloride.
The Fabled Rhozth Ssrakezh
level 75
similar to other Rhozth
Yther Ore.
level 75
similar to other Rhozth
Yther Ore.
Posting from IN
The Fabled High Priest of Ssraeshza
Cons Light Blue to 75, so 66-69
Tougher than XtC was due to adds, but still 1-grped with bard, necro, 2x rng, sk, clr Anguish geared. And 1 Nec out of group, assisting for the heck of it, I guess :)
600K HPs without counting 2 Necros DoTs, so prob more like 900-1000K
Didn't get spells casted.
Dropped
2x Fabled Halo of Enlightening Barriers
MAGIC ITEM LORE ITEM NO TRADE
Slot: Head
AC: +35
Skill Mod: Specialization Abjure +3%
Effect: Enlightening Barrier (Must equip, Casting Time 7.0)
STR +12 DEX +12 STA +12 CHA +22 WIS +22 INT +22 AGI +12
HP +100 Mana +100
SV FIRE +10 SV DISEASE +10 SV MAGIC +10 SV COLD +10 SV POISON +10
Mana Regeneration +4
Shielding +1% Stun Resist +2%
Required Level of 75
WT: 0.5 Size: TINY
Class: NEC WIZ MAG ENC
Race: All
Slot 1, type 8
1x Fabled Pearlescent Armlet
MAGIC ITEM LORE ITEM NO TRADE
Slot: Arms Wrist
AC: +27
DEX +14 CHA +16 AGI +20 HP +380 Mana +375 Endurance +375
SV FIRE +10 SV DISEASE +10 SV MAGIC +15 SV COLD +20 SV POISON +10
Attack +20
Strikethrough +10%
Required Level of 75.
WT: 0.7 Size: SMALL
Class: WAR RNG DRU MNK ROG SHM BST BER
Race: All
Slot 1, type 8
Yther Ore.
Edited, Mar 18th 2007 8:01pm by Yther
Cons Light Blue to 75, so 66-69
Tougher than XtC was due to adds, but still 1-grped with bard, necro, 2x rng, sk, clr Anguish geared. And 1 Nec out of group, assisting for the heck of it, I guess :)
600K HPs without counting 2 Necros DoTs, so prob more like 900-1000K
Didn't get spells casted.
Dropped
2x Fabled Halo of Enlightening Barriers
MAGIC ITEM LORE ITEM NO TRADE
Slot: Head
AC: +35
Skill Mod: Specialization Abjure +3%
Effect: Enlightening Barrier (Must equip, Casting Time 7.0)
STR +12 DEX +12 STA +12 CHA +22 WIS +22 INT +22 AGI +12
HP +100 Mana +100
SV FIRE +10 SV DISEASE +10 SV MAGIC +10 SV COLD +10 SV POISON +10
Mana Regeneration +4
Shielding +1% Stun Resist +2%
Required Level of 75
WT: 0.5 Size: TINY
Class: NEC WIZ MAG ENC
Race: All
Slot 1, type 8
1x Fabled Pearlescent Armlet
MAGIC ITEM LORE ITEM NO TRADE
Slot: Arms Wrist
AC: +27
DEX +14 CHA +16 AGI +20 HP +380 Mana +375 Endurance +375
SV FIRE +10 SV DISEASE +10 SV MAGIC +15 SV COLD +20 SV POISON +10
Attack +20
Strikethrough +10%
Required Level of 75.
WT: 0.7 Size: SMALL
Class: WAR RNG DRU MNK ROG SHM BST BER
Race: All
Slot 1, type 8
Yther Ore.
Edited, Mar 18th 2007 8:01pm by Yther
Posting from IN
The Fabled Vyzh`dra the Cursed killed by the war council on saryrn last night ..
Casted:
Fabled Caustic Mist
Fabled Mass Insanity
the charm = line of sight based so place healers behind a wall where they can heal tanks. nukers can try to joust in and out of the sight to avoid the AE but will probably still get charmed. the charm goes of quite often, 10-17 sec recast or so
hp = 250,000
fight took about 3 mins with 30 or so
not exactly sure what his max hit was, but he hit like a wimp pretty much
when killed he dropped 3x of these bad boys
Fabled Breastplate of the Void
MAGIC ITEM LORE ITEM NO TRADE
Slot: CHEST
AC: +120
Effect: Heart of the Void (Must Equip. Casting Time: 2.5)
STR: +40 DEX: +8 STA: +40 WIS: +8 INT: +8 AGI: +8
HP: +410 MANA: +375 Endurance: +375
SV FIRE: +18 SV DISEASE: +18 : SV COLD: +18 SV MAGIC: +18 SV POISON: +18
Regeneration: +3
Mana Regeneration: +3
Shielding: +2% Spell Shield: +3%
Required level of 75.
WT: 9.0 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race: ALL
Slot 1, type 8 (General Raid): empty
Heart of the Void
Required Level: 51
Spell Effect: Shrouds you in cold darkness, increasing your maximum hit points and resistance to cold and magic for up to 1:12:00.
Edited, Mar 18th 2007 11:51am by DukeLatan
[ANONYMOUS] Latan <The War Council>
My Katta Castrum Merchant Guide | clik.to/eqmaps - ALL maps!
Casted:
Fabled Caustic Mist
Fabled Mass Insanity
the charm = line of sight based so place healers behind a wall where they can heal tanks. nukers can try to joust in and out of the sight to avoid the AE but will probably still get charmed. the charm goes of quite often, 10-17 sec recast or so
hp = 250,000
fight took about 3 mins with 30 or so
not exactly sure what his max hit was, but he hit like a wimp pretty much
when killed he dropped 3x of these bad boys
Fabled Breastplate of the Void
MAGIC ITEM LORE ITEM NO TRADE
Slot: CHEST
AC: +120
Effect: Heart of the Void (Must Equip. Casting Time: 2.5)
STR: +40 DEX: +8 STA: +40 WIS: +8 INT: +8 AGI: +8
HP: +410 MANA: +375 Endurance: +375
SV FIRE: +18 SV DISEASE: +18 : SV COLD: +18 SV MAGIC: +18 SV POISON: +18
Regeneration: +3
Mana Regeneration: +3
Shielding: +2% Spell Shield: +3%
Required level of 75.
WT: 9.0 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race: ALL
Slot 1, type 8 (General Raid): empty
Heart of the Void
Required Level: 51
Spell Effect: Shrouds you in cold darkness, increasing your maximum hit points and resistance to cold and magic for up to 1:12:00.
Edited, Mar 18th 2007 11:51am by DukeLatan
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Latan's holy blade cleanses his target!(24232) [ANONYMOUS] Latan <The War Council>
My Katta Castrum Merchant Guide | clik.to/eqmaps - ALL maps!
Posting from Saryrn (born Veeshan)
specifics later, but LB to 75
250K HPs (seemed like alot more due to huge AC, my DPS was almost 1/2 of normal due to it)
Resists unknown, but Shm slow had little or no problem, and Magic-based dots stuck most times, if not all.
Casts:
Fabled Weakening Spray (about every 4-6 casts of Balance)
Balance of Zebuxoruk (constantly casted)
Torment of Poison
Ice Strike
Malo
Inner Fire
Annul Magic
Infectious Cloud
Greater Immobilize
Double-Checked Logs and above spells where all cast by The Fabled XtC. No clue why casting the low level inner fire buff, nor the low level dot infectious cloud, but prob was part of originals repertoire. Casted all but Greater Immobilize several times, and of course the top 2 many, many times.
Of the taskmaster types that drop parts, you're also missing:
The Fabled Warden Mekuzh
The Fabled Taskmaster Kavamezh
FXtC dropped
Fabled Shield of the Creator
MAGIC ITEM LORE ITEM NO TRADE
Slot: Secondary
AC: +75
Skill Mod: Dodge +3%
STR +10 DEX +10 STA +10 CHA +10 INT +10 WIS +10 AGI +10
HP +380 Mana +380
SV FIRE +30 SV COLD +30
Mana Regeneration +6
Spell Shield +4%
Required Level 75
WT: 0.1 Size: Tiny
Lost the links but was the Fabled version of the Cudgel of Death, with around 75 dmg, 32 dly, and definitely had 500 hp and 500 mana, also Fabled version of Soft Scale Slippers with AC: +21, and HP / Mana / End +370. Links should be on Lucy soon for all 3.
Here's the stats on Fabled Soft Scale Slippers
MAGIC ITEM LORE ITEM NO TRADE
Slot: FEET
AC: +21
STR +20 DEX +20 STA +10 AGI +10 HP +370 Mana +370 Endurance +370
SV FIRE +15 SV DISEASE +15 SV MAGIC +10 SV COLD +10 SV POISON +10
Attack +10
Regeneration +4
Combat Effects +10
Required Level of 75
WT: !.0 Size: SMALL
Class: WAR PAL RNG SHD MNK BRD ROG BST BER
Race: ALL
Slot 1, type 8
Yther Ore.
Edited, Mar 17th 2007 12:27am by Yther
Edited, Mar 18th 2007 7:51pm by Yther
250K HPs (seemed like alot more due to huge AC, my DPS was almost 1/2 of normal due to it)
Resists unknown, but Shm slow had little or no problem, and Magic-based dots stuck most times, if not all.
Casts:
Fabled Weakening Spray (about every 4-6 casts of Balance)
Balance of Zebuxoruk (constantly casted)
Torment of Poison
Ice Strike
Malo
Inner Fire
Annul Magic
Infectious Cloud
Greater Immobilize
Double-Checked Logs and above spells where all cast by The Fabled XtC. No clue why casting the low level inner fire buff, nor the low level dot infectious cloud, but prob was part of originals repertoire. Casted all but Greater Immobilize several times, and of course the top 2 many, many times.
Of the taskmaster types that drop parts, you're also missing:
The Fabled Warden Mekuzh
The Fabled Taskmaster Kavamezh
FXtC dropped
Fabled Shield of the Creator
MAGIC ITEM LORE ITEM NO TRADE
Slot: Secondary
AC: +75
Skill Mod: Dodge +3%
STR +10 DEX +10 STA +10 CHA +10 INT +10 WIS +10 AGI +10
HP +380 Mana +380
SV FIRE +30 SV COLD +30
Mana Regeneration +6
Spell Shield +4%
Required Level 75
WT: 0.1 Size: Tiny
Lost the links but was the Fabled version of the Cudgel of Death, with around 75 dmg, 32 dly, and definitely had 500 hp and 500 mana, also Fabled version of Soft Scale Slippers with AC: +21, and HP / Mana / End +370. Links should be on Lucy soon for all 3.
Here's the stats on Fabled Soft Scale Slippers
MAGIC ITEM LORE ITEM NO TRADE
Slot: FEET
AC: +21
STR +20 DEX +20 STA +10 AGI +10 HP +370 Mana +370 Endurance +370
SV FIRE +15 SV DISEASE +15 SV MAGIC +10 SV COLD +10 SV POISON +10
Attack +10
Regeneration +4
Combat Effects +10
Required Level of 75
WT: !.0 Size: SMALL
Class: WAR PAL RNG SHD MNK BRD ROG BST BER
Race: ALL
Slot 1, type 8
Yther Ore.
Edited, Mar 17th 2007 12:27am by Yther
Edited, Mar 18th 2007 7:51pm by Yther
Posting from IN
Similar to the taskmasters all level 75, 300-1500 hits, 4-8x normal taskmaster HPs. Dropped the Fabled Taskmaster's Pouch so far, but would assume any of the Fabled key items, as all the Fabled Taskmaster's have been random of the 4 items.
Oh yea, can pull Rhozth out by going to temple, up center ramp, take right, and go in between last set of pillers (clearing snake if need be), half way between pillars and wall, /tar The, to target him, hit Taunt, run back to ramp, then to N end where locked door and stay a bit away from it, till he comes out. Takes a few minutes, but works great, when no Rog around to pick the lock.
Will update later with a few more details on mobs.
90K HPs
Hits 300-1500
Casts:
Life Leech (rarely)
Rampages alot, Enrages at 10% (as do al the taskmasters both Ramps and Enrage). All Rampages were single-target.
Map data for position to /tar The is:
P 191.9012, 142.8457, -226.9979, 0, 0, 0, 3, Target_Rhozth
Yther Ore.
Edited, Mar 17th 2007 12:03am by Yther
Oh yea, can pull Rhozth out by going to temple, up center ramp, take right, and go in between last set of pillers (clearing snake if need be), half way between pillars and wall, /tar The, to target him, hit Taunt, run back to ramp, then to N end where locked door and stay a bit away from it, till he comes out. Takes a few minutes, but works great, when no Rog around to pick the lock.
Will update later with a few more details on mobs.
90K HPs
Hits 300-1500
Casts:
Life Leech (rarely)
Rampages alot, Enrages at 10% (as do al the taskmasters both Ramps and Enrage). All Rampages were single-target.
Map data for position to /tar The is:
P 191.9012, 142.8457, -226.9979, 0, 0, 0, 3, Target_Rhozth
Yther Ore.
Edited, Mar 17th 2007 12:03am by Yther
Posting from IN
Level 75. Rampages, enrages. Very easy kill with a single group (Anguish geared). Dropped :
Fabled Zazuzh's Idol
LORE ITEM NO TRADE
WT: 1.0 SMALL
Class: ALL
Race: ALL
Shattered Seal of Warding
LORE ITEM NO TRADE
WT: 0.1 SMALL
Class: None
Race: None
Fabled Zazuzh's Idol
LORE ITEM NO TRADE
WT: 1.0 SMALL
Class: ALL
Race: ALL
Shattered Seal of Warding
LORE ITEM NO TRADE
WT: 0.1 SMALL
Class: None
Race: None
Posting from France
Th Fabled Taskmaster Mikazha, The Fabled Taskmaster Zerumaz, the Fabled Taskmaster Vezkhah, The Fabled Taskmaster Revan'Kezh, The Fabled Taskmaster Keuzozh, The Fabled Taskmaster Mikazha, The Fabled Taskmaster Zhe'Vhaz all drop Fabled Zazuzh's Idol, Fabled Zherozsh's Ring, Fabled Ssraeshzian Insignia and Fabled Taskmaster's Pouch combine to make Fabled Ring of the Shissar +22 ac Focus effect :shissar Perpetuation, str +12, dex +12, sta +18, Cha +12, Wis +18, int +18, agi +12, hp +265, mana +245, end +245, sv fire 15, sv magic 15, sv poison 35, 4 regen, 4 mana regen, 3% spell shield, 3% stun resist, 3% dot shielding recommended lvl of 75 require lvl of 70, Spell effect increases duration of detrimentl spells up to lvl 75 . All these mobs hit or aound 1.2k and quadded..but missed a lot. Pretty easy overall
Forgive for the double post those of you whom have read this under emp spot. I figured I'd get a better chance of an answer if I posted in more than one spot. Especially in a spot which most people probably don't even visit much anymore that need info.
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I have seen posts that emp spawn time is 5 days, 6.5 days, 7 days, 7 day with +-12 hour window. We killed him last Monday. It's now almost 8 days and we've been in SSRA since 6.5 days. We were in SSRA around the 5 day spawn time but not very often until 6.5 days upon which we spent non-stop in there.
I know he shows up as a grey con on track cause of the previous weeks kill but we also went in to check just to be sure.
Also, I am under the impression that Ssraeszhan Blood Golem is up 4 hours after Blood of Ssraeszha is killed regardless of emp kill or not and then remains up for 7 days until it despawns and pops up blood again which in turn starts the emp pop sequence?
So what exactly is the correct information about blood's and emp cause this is driving me nuts!
1162146
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I have seen posts that emp spawn time is 5 days, 6.5 days, 7 days, 7 day with +-12 hour window. We killed him last Monday. It's now almost 8 days and we've been in SSRA since 6.5 days. We were in SSRA around the 5 day spawn time but not very often until 6.5 days upon which we spent non-stop in there.
I know he shows up as a grey con on track cause of the previous weeks kill but we also went in to check just to be sure.
Also, I am under the impression that Ssraeszhan Blood Golem is up 4 hours after Blood of Ssraeszha is killed regardless of emp kill or not and then remains up for 7 days until it despawns and pops up blood again which in turn starts the emp pop sequence?
So what exactly is the correct information about blood's and emp cause this is driving me nuts!
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Leader - Insurrection of Justice 1162146
LBlue con to me at level 70. I've only seen him on tracker, so May be a trap, as they do appear on the tracker in ssra.
Link to this post 1 reply
Posting from Texasdafdaf wrote:
LBlue con to me at level 70. I've only seen him on tracker, so May be a trap, as they do appear on the tracker in ssra.
Added, thanks.
i,ve raided everythign in ssra atleast 1ce and moast things raided a ton of times
olmoast all greedraids
this is one of the best websides bout ssra hope u have fun
http://www.the-commune.com/jolo/guides/ssra/
http://www.magelo.com/eq_view_profile.html?num=767007
olmoast all greedraids
this is one of the best websides bout ssra hope u have fun
http://www.the-commune.com/jolo/guides/ssra/
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falor icestrike always of torv http://www.magelo.com/eq_view_profile.html?num=767007
Link to this post 2 replies
Posting from HollandLearn to spell.
Ardrick Joints
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Apet Hydro Ardrick Joints
Link to this post 1 reply
Posting from New YorkFU
http://www.magelo.com/eq_view_profile.html?num=767007
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falor icestrike always of torv http://www.magelo.com/eq_view_profile.html?num=767007
Posting from Holland
anyone else notice the great abundance of class specific weapons? well where is the necroe love no nec only weapons!
Link to this post 1 reply
Exiled has the Nec-only Sceptre of Paralysis....
yes, rgc cures it.
Last night myself and a group of guildies went to SSRA for the Cleric 1.5 Piece off of Elite Guards. While we were roaming around 2nd floor killing everything we saw, we cam across a room that had 8 mobs in it. 4 on each side with little extender walls seperating them. Also in that room was 2 doors. One straight ahead and one to the right. We took the one to the right and opend another door and there was Rhag (Cant remember name) up on a platform higher than us. We didnt attempt to kill it but we all got dotted with the "Serpentine Curse" DOT. It appeared by standing just outside the room Rhag was in, that DOT goes off occasionally. Tried RC and that did not work. Cleric did not have RGC. Will RGC cure that DOT?.
It sucked cause we all died from it. We evac'd to the Zone in though to save on the coffins..
It sucked cause we all died from it. We evac'd to the Zone in though to save on the coffins..
Link to this post 1 reply
A bit late to respond here but for anyone else wondering, the curse counter on the dot "Serpentine Curse" is 9. Remove curse only curse up to 4. so it would take a few casts, OR yes, RGC does have a cure of 9 on the curse counter. so one cast of RGC "should" work.
~83 Druid~
Silent Honor
The Seventh Hammer
----------------------------
~Aroara~ ~83 Druid~
Silent Honor
The Seventh Hammer
Posting from Ohio
your on the wrong server if that crap is going on. the guild im in are in Ssra atm still getting keyed and green metals for bane weapons and last night there were two other guilds also raiding there and all on different targets and there were no issues and ooc'd grats going around upon announcement of mobs going down.
we took down rhag2 , AL , and XTC on our romp last night. another guild did the emporer and the other guild did rhag1 and some other target, fun was had by all.
fun and challenging zone with plenty of targets and loots for all.
we took down rhag2 , AL , and XTC on our romp last night. another guild did the emporer and the other guild did rhag1 and some other target, fun was had by all.
fun and challenging zone with plenty of targets and loots for all.
Acolyte Wivlx , down by Disciple Yelwinz. Inside the building, opposite room. I dont see him on the list. Dropped Shissar Guard Belt
----------------------------
FarulosonothEdited, Mon Nov 8 17:56:09 2004
----------------------------
Khuzmein Warrior of the 70th Season
Soriz Imitator was spawned at first spawn point at entrance to the mines.
Today i got a shissar warlock to drop undead shissar scales, anyone know what they are for?
65 Magician
und KEINE EIER!
----------------------------
Silversith Gemfire 65 Magician
und KEINE EIER!
Today i got a shissar warlock to drop undead shissar scales, anyone know what they are for?
65 Magician
und KEINE EIER!
----------------------------
Silversith Gemfire 65 Magician
und KEINE EIER!
I always wondered why the skellies in the mines seemed to be so tough. The answer came when I boxed a chanter and charmed one of these vile creatures.
As soon as I charmed one, and the pet window popped up, my new pet came with shamam buffs! It had shammy haste (why they hit so fast), Focus (why they seem to have so many hitpoints), and SoW (yes, indoors even, which is why they run so fast when they flee at low health). Of course, this is probably due to the fact that half the skellies down there are shammies themselves, and likely buff all their friends who aren't.
So if you are down there and lack a slow/debuff class member in your party, simply pull these things with a dispell or two. Dispelled skellies are complete wimps. You don't even need to slow them once you zap their haste, and you will actually see their health decrease when you zap their Focus.
Noble Lord Protector of the 70th Crusade
Fennin Ro - EQ I
Ardnahoy II
Fearless Guardian of the 40th Tour
Mistmore - EQ II
As soon as I charmed one, and the pet window popped up, my new pet came with shamam buffs! It had shammy haste (why they hit so fast), Focus (why they seem to have so many hitpoints), and SoW (yes, indoors even, which is why they run so fast when they flee at low health). Of course, this is probably due to the fact that half the skellies down there are shammies themselves, and likely buff all their friends who aren't.
So if you are down there and lack a slow/debuff class member in your party, simply pull these things with a dispell or two. Dispelled skellies are complete wimps. You don't even need to slow them once you zap their haste, and you will actually see their health decrease when you zap their Focus.
----------------------------
Duke Ardnahoy Noble Lord Protector of the 70th Crusade
Fennin Ro - EQ I
Ardnahoy II
Fearless Guardian of the 40th Tour
Mistmore - EQ II
I am a avid player pn the Tarew Marr server. I recently went to this dungeon with a few guildies in an attempt to aquire the Guise of the Hunter from the Shissar Assasin. After zoneing in I did a /who check to see who was in zone. There were 18 members of the guild "Servants of The Night". I assumed there was a raid going on but still I did an /ooc and asked if anyone was in the Assasin room. No response. Shortly there after a few of the members of that guild came running towards the zone line. Behind them were several(I didn't get a head count) mobs from deaper inside the dungeon. They had trained to us to get us out. I spoke with some people who had been playing for a gew years and they said the temple is under the control of 3 elite guilds who are constantly disputing control of it. Up until recently, when they changed the way some of the higher lvl dungeons worked, those 3 guilds were the only ones who could survive there. I would like the chance to get in and get my mask but this is rediculous. Plz, feel free to give me a hand with all this. My mains name is Kuber.
http://www.magelo.com/eq_view_profile.html?num=1172676
Immortal Brethren
Tarew Marr
----------------------------
Kuber Viros http://www.magelo.com/eq_view_profile.html?num=1172676
Immortal Brethren
Tarew Marr
Link to this post 1 reply
If by that you meen a newbie, then yes, I have only been playing for a few months now. I understand that these elite guilds are the ones who unlock the special things when each expansion comes out. It was an elite guild who awoke the sleeper on Tarew Mar. However, with such power, wouldn't it be better used to help the lesser guilds and people rather then bully them? I have spoken to members of other elite guilds and I have a basic understanding of the workings of those guilds. I just don't see why they lay claim to a zone and then don't allow anyone else into it. I just find it to be a little rediculous. It shouldn't come to that. Anyways, as I said before, feel free to let me in on anything I don't and should know about situations like that. Thanks in advance!
http://www.magelo.com/eq_view_profile.html?num=1172676
Immortal Brethren
Tarew Marr
----------------------------
Kuber Viros http://www.magelo.com/eq_view_profile.html?num=1172676
Immortal Brethren
Tarew Marr
Link to this post 5 replies
Unfortunatley some of the top end guilds only care about themselves, and SoE doesnt have the resources for the most part to stop them. To provide that kind of baby sitting would triple the subscription price.
As far as this paticular zone, I hear this happens on several servers. On my own Xev, however, the high end guilds worked out an arrangement to prevent this. They established a VT rotation cycle. When a guilds turn comes up, the zone is theirs for a week, then it rotates to the next guild. Not sure all the details of it as the guilds in the rotation largely keep the specifics to themselves (and my guild has no desire to join the rotation at this time), but I do know the entry requirment is two unassisted emperoer kills. Only high quality guilds are capable of doing this easily. This ensures that wannabes that arent really up to the zone don't get in the way of the guilds who know what they are doing. The strict requirements also tends to keep SSra free for the second tier guilds. This eliminates the temptation to block by the upper guilds and, for the most part, is a win-win for all.
Officer of <In Via Damnum>
Druzzil Ro (Xev) Server
http://www.magelo.com/eq_view_profile.html?num=911157
Mindariax Tamuril
http://eq2players.station.sony.com/en/pplayer.vm?characterId=331521105
Kaiyala Telemmaite
http://eq2players.station.sony.com/en/pplayer.vm?characterId=331538105
Blackburrow Server
As far as this paticular zone, I hear this happens on several servers. On my own Xev, however, the high end guilds worked out an arrangement to prevent this. They established a VT rotation cycle. When a guilds turn comes up, the zone is theirs for a week, then it rotates to the next guild. Not sure all the details of it as the guilds in the rotation largely keep the specifics to themselves (and my guild has no desire to join the rotation at this time), but I do know the entry requirment is two unassisted emperoer kills. Only high quality guilds are capable of doing this easily. This ensures that wannabes that arent really up to the zone don't get in the way of the guilds who know what they are doing. The strict requirements also tends to keep SSra free for the second tier guilds. This eliminates the temptation to block by the upper guilds and, for the most part, is a win-win for all.
----------------------------
Dorboln Crushkiller Officer of <In Via Damnum>
Druzzil Ro (Xev) Server
http://www.magelo.com/eq_view_profile.html?num=911157
Mindariax Tamuril
http://eq2players.station.sony.com/en/pplayer.vm?characterId=331521105
Kaiyala Telemmaite
http://eq2players.station.sony.com/en/pplayer.vm?characterId=331538105
Blackburrow Server
Oops, double post.
Edited, Mon Nov 29 00:54:50 2004
Officer of <In Via Damnum>
Druzzil Ro (Xev) Server
http://www.magelo.com/eq_view_profile.html?num=911157
Mindariax Tamuril
http://eq2players.station.sony.com/en/pplayer.vm?characterId=331521105
Kaiyala Telemmaite
http://eq2players.station.sony.com/en/pplayer.vm?characterId=331538105
Blackburrow Server
Edited, Mon Nov 29 00:54:50 2004
----------------------------
Dorboln Crushkiller Officer of <In Via Damnum>
Druzzil Ro (Xev) Server
http://www.magelo.com/eq_view_profile.html?num=911157
Mindariax Tamuril
http://eq2players.station.sony.com/en/pplayer.vm?characterId=331521105
Kaiyala Telemmaite
http://eq2players.station.sony.com/en/pplayer.vm?characterId=331538105
Blackburrow Server
This is the reason why SS temple is perma-camped. The last piece of the Vex Thal key drops from the mobs that spawn after the Emporer is killed. Without that last piece you can not complete the quest and thus can not get into Vex Thal. Therefore if these guilds keep the zone camped then they essentially limit access to VT from all lower guilds. Nice, huh?
With Omens of War, there is now gear equivalent to VT but is obtainable with single groups. From what I understand VT is still a multi group zone and everyone needs a key to get in. With that said I would still like to get my key, but since I'm not uber guild, chances are slim.
Tarew Marr
-------------------------------
Legionaire Aalaria - Undead Warlock
Gilneas
"Do you use your powers for good or for AWSOME?"
With Omens of War, there is now gear equivalent to VT but is obtainable with single groups. From what I understand VT is still a multi group zone and everyone needs a key to get in. With that said I would still like to get my key, but since I'm not uber guild, chances are slim.
----------------------------
Aalaria Xe'Losiba - Necromancer [Psalm of the Dragon] Tarew Marr
-------------------------------
Legionaire Aalaria - Undead Warlock
Gilneas
"Do you use your powers for good or for AWSOME?"
Posting from USA
Let me translate the "bluebie" comment: "You noob! What's wrong with you?! You don't deserve to be there! Only the ubers do! We're better than you because we have more time to spend playing a video game! It's our turf!"
This ideal is, of course, ludicrous. To he who psoted it: Shut up. Norrath is open to ALL. Training is NEVER PERMITTED. Read the EULA.
Member of the Planar Campaign
Magelo - http://www.magelo.com/eq_view_profile.html?num=1065059
This ideal is, of course, ludicrous. To he who psoted it: Shut up. Norrath is open to ALL. Training is NEVER PERMITTED. Read the EULA.
----------------------------
Scourge Knight of Innoruuk, 70th Circle on Firiona Vie Member of the Planar Campaign
Magelo - http://www.magelo.com/eq_view_profile.html?num=1065059
Nah, bluebie is a supposed insult that some mental defectives on Red servers use to refer to players on the normal servers. It helps their fragile egos or something.
Fugitives of Ro
Elune
----------------------------
Zyffyr Fugitives of Ro
Elune
can anyone post a map for this place if any exist? it would be most helpfull
anyone ever come across Khati Sha's warder? if so he needs adding to the bestial list. I am told he is locked up in the basement in some sort of cage. More infomation would about this mob would be great, it will help understand the lore behind Khati Sha.
Posting from UK
I think you are thinking Glyphed Covered Serpent and they are both part of the Cycle..
High Priest of Brell
----------------------------
Gretian Valshorn High Priest of Brell
Posting from Washington
Trying to see if you need a key to get in here or just go into basement and kill stuff to get key to emporers chamber?
when you fail on the VtC cycle, these 2 will pop instead of the normal ones .
a rune covered serpent and
Vyz'dra the Basnished .
both are exactly the same as glyphed and exiled, but drop no loot worthwhile. VtC will spawn normally though
hunter Roxas Nitehowler
forest stalker of illumanati
MM
Plainswalker of illumanati
MM, EQ
hunter Roxas
WoW retired
a rune covered serpent and
Vyz'dra the Basnished .
both are exactly the same as glyphed and exiled, but drop no loot worthwhile. VtC will spawn normally though
hunter Roxas Nitehowler
forest stalker of illumanati
MM
----------------------------
hunter Roxas Nitehowler Plainswalker of illumanati
MM, EQ
hunter Roxas
WoW retired
Posting from the Netherlands
Server was up today.
Logged the tracker into ssra, and saw a mob called:
Enhanced Imperial Golem
from tracking near the Rhag1 area.
Never seen it before and it's not on the list, so figured I would mention it.
Logged the tracker into ssra, and saw a mob called:
Enhanced Imperial Golem
from tracking near the Rhag1 area.
Never seen it before and it's not on the list, so figured I would mention it.
Had a server reset and saw a couple mobs up that arent listed.
Spiritward Trilzic - dropped that shissar guard belt that can drop off of all basement named
Guard Sklinus - Dropped Shissar arcanist sash, caster only haste belt
Both popped in the downstairs basement temple area opposite the cylinder to basement, near where defiler Julixz spawns
Spiritward Trilzic - dropped that shissar guard belt that can drop off of all basement named
Guard Sklinus - Dropped Shissar arcanist sash, caster only haste belt
Both popped in the downstairs basement temple area opposite the cylinder to basement, near where defiler Julixz spawns
Emperor's Key - Comm 1
----------------------
The quest for a key that opens the chamber to the Emperor in Ssraeahza Temple has four pieces: the Taskmaster Pouch which drops off named Taskmasters in the basement, Zazuzh's Idol (camp name: Comm1), Zeruzsh's Ring (camp name: Comm2), Ssraeshzian Insignia (camp name: Insigs).
To read more about the quest, click this link: http://everquest.allakhazam.com/db/quest.html?quest=1999
First, get this map pack at eqmaps: http://www.eqmaps.com/m3/ssraeahza2_set.zip
Now, using the map named ssra1st.jpe from that map pack, I'll describe how to get Commander Zazuzh (Comm1) to spawn on the first floor of Ssraeahza Temple. The good news is he always drops the idol, the bad news is he's a rare spawn with a placeholder and can pop in a random static spot.
Using the information below, you can (eventually) spawn Commander Zazuzh in one of four places -- one of the tube room entrance guard spots at the "Comm 1 right" camp (Top, middle of map, listed as "2nd" on map at appr. loc +200, +200), one of the tube room entrance guard spots at "Comm 1 left" camp (Bottom right of map, listed as "2nd" on map at appr. loc -450, 0), a small room outside the "Assassin Room" camp ("2" on map), and finally, inside the "Assassin Room" ("A" on map, requires lock pick skill of 210+ to open door).
In order to move to, break in, clear, and hold either of the Comm 1 camps, I recommend bringing along a group of at least three -- a good tank, a good healer (a shaman or druid will do if you have an enchanter in third spot), a slower (if the healer is a cleric with pacify, you can use a shaman or beasty for slows). To speed up the process of spawning the Commander, take a full group with DPS classes in the final three spots. It is also a good idea to have a tracker to regularly check for "Commander Zazuzh" because he *may* pop elsewhere, see above.
Note: We (2 people) did the camp with a very non-standard group consisting of a level 65 shaman with 120+ AAs including LR5 and the spell Quiescence who tanked all the mobs while I three-boxed a level 65 druid helping heal, fire-debuffing mobs (for wizzy SoS spell) and nuking, a level 65 Wizard with 160+ AAs doing most of the DPS, and a level 64 enchanter who pacified certain mobs during break-in and on rare occasions did the crowd control and most importantly, kept the C4 pumping.
Zone Etiquette
--------------
Comm 1, Comm 2 and Insigs are highly sought after spawns with established camps. Be sure to answer camp checks with the accepted name (on Xev server) of the camp you're farming -- Comm 1 Right, Comm 1 Left, Comm 2 Right (up the Tube Room from Comm 1 Right), Comm 2 Left (up the Tube Room from Comm 1 Left). If you have TWO groups you can probably cover both right camps, or both left camps.
The Mobs You'll Encounter
-------------------------
You will see a variety of snakes, the hardest of which will be the Elite Temple Guards (the ones on the first floor CAN be slowed). Here's a rundown on mobs with links...
An Elite Temple Guards (mostly melee, may HT though): http://eqbeastiary.allakhazam.com/search.shtml?id=7213
A Temple Guard (melee only): http://eqbeastiary.allakhazam.com/search.shtml?id=7108
A Shissar Arcanist (wizard class): http://eqbeastiary.allakhazam.com/search.shtml?id=7212
A Shissar Priest (cleric class will heal, STUN IT!): http://eqbeastiary.allakhazam.com/search.shtml?id=7211
A Shissar Spirit Bind (shaman class): http://eqbeastiary.allakhazam.com/search.shtml?id=7214
A Shissar Warlock (necro class): http://eqbeastiary.allakhazam.com/search.shtml?id=7215
Commander Zazuzh (Big Boy himself!): http://eqbeastiary.allakhazam.com/search.shtml?id=8868
The Elites are toughest of all you will encounter but bland by PoP standards. The Commander ALWAYS drops the Idol for Emperor key so you will have to spawn and kill him once for each group member, bring a lunch it may take some time. Comm 1 & Comm 2 can also (very rarely) drop a key that is used to access certain locations on the third floor of Ssra (Arch Lich room, XTC room, High Priest room) so ALWAYS loot these!
Breaking and Holding Comm 1 Right
---------------------------------
Enter Ssraeahza Temple at the spot marked "1" on the map and go around the corner in this hallway you will see a door at approximate LOC 0,0. Directly across from the door way is another door with two snake guards (neither see invis) which leads to the Assassin Room area and also the tube room to the basement. To the right of this door at approximate LOC +50, +100 is a ramp that leads up and around to the Comm 1 Left camp. At approximate LOC +100, +100 is a guard that doesn't see invisible. At approximate LOC +85, +150 is another door with 1 guard that DOES see invisible -- this is the door that leads to Comm 1 Right camp.
Put See Invisible and some form of Invis on all group members. Quickly move to the door to Comm 1 Right and enter the hallway. If the see invis guard outside aggros, pull him into the hall and kill him there, hopefully this will not aggro the closest guard that doesn't see invisible (LOC +100, +100). If you have an enchanter in group and the other guard aggros, Mez him. If you have no crowd control, root the add and move the fight away from the rooted mob.
At approximate LOC +115, +225 is the door to the Tube Room marked "2nd" on the map. Do NOT get too close to this door because there are two see invis guards directly inside the door (these can be PH's for Comm 1). In addition to the two guards, there are seven other spawns -- one snake in each corner of the room, and three snakes around the actual tube. With a good group, you should be able to keep all NINE spawns cleared. The loot is pretty anemic, but you will be killing some "Elite Temple Guards" who dropped Shissar Weapons that are used to create Shissar Bane Weapons which are needed to do melee damage to the Emperor (there are a wide variety of weapons -- a bow for ranja's, a club for priests, a dagger for INT casters and rogues, a 2hs for warriors and hybrids, a knight weapon for Pallys and Shadow Knights, and a regular 1hs sword for any melees that can equip 1hs).
You will need to pacify one guard to single pull the other guard (or Mez one if you have crowd control), thus breaking the only potential double-pull in the Comm 1 Right camp. Pull one guard into the hallway far enough so it won't aggro the other guard. If you have a pet class in group, make sure you don't push the guard back into the Tube Room. After the first guard is dead, pull the second guard and kill him. This should split the respawns far enough apart so you won't have to worry with pacify pulling after the initial break, just make sure you're ready to kill the two guards as they repop. You can then pull the remaining seven spawns in the Tube Room and keep those clear for fun and profit.
Continue pulling and killing all the Tube Room spawns and you will eventually spawn Commander Zazuzh, who can take the place of either one of the door guards. If your tracker sees Zazuzh on track but he's not one of the Comm 1 Right door guards, this means either (1) he has spawned at Comm 1 Left (by people camping that spot) or (2) you have spawned him at one of the Assassin Room spawn points.
To check on a non-local Comm 1 spawn send a abscond/egree/succor class group member (wizard or preferably druid since they can track) to zone in and have them invis their way to "2" on the map (nothing sees invisible between zone in and the Assassin Room. The small room outside the locked door to the Assassin Room has three snakes. Commander Zazuzh usually spawns on the left (he's hard to see without getting close to the door and moving all the way to the right in the hall). If your gopher finds Comm 1 up in this room, immediately move your group from camp to this spot and gank him because he won't stay alive long! He is a big wimp, mob-wise -- easily slowable and easier than the Elite Temple Guards you've been killing at Comm 1 Right.
If the Commander is NOT in this small room, he's either inside the Assassin Room or someone has spawned him at the Comm 1 Left camp. If your group is alone in the zone, then he popped in the Assassin Room. You will need a rogue with 210 lockpick skill to open the door at "2" on the map, and to disarm the mana drain trap at "3" on the map.
Note: I have heard that more than one Comm 1 can be up at one time, but I cannot personally verify this. So, you may be able to spawn another Commander if you cannot get a rogue to open the Assassin Room door.
Breaking and Holding Comm 1 Left
--------------------------------
You start Comm 1 Left the same way you started Right -- enter Ssraeahza Temple at the spot marked "1" on the map and go around the corner in this hallway you will see a door at approximate LOC 0,0. Directly across from the door way is another door with two snake guards (neither see invis) which leads to the Assassin Room area and also the tube room to the basement. To the right of this door at approximate LOC +50, +100 is a ramp that leads up and around to the Comm 1 Left camp.
Your group can invis up the ramp to Comm 1 Left camp without aggroing the see invis guard who is by the door to Comm 1 Right camp. Move up the ramp and to the door located at approximate LOC -90, +100. Enter the door and move down the hall to the second door at approximate LOC -110, -10. This door leads to a large room with eight snakes, four on each side of the room each separated by a column. All of these mobs see invisible so you will have to kill at least four of them.
The best approach for moving through this room is to pacify the first mob on the side OPPOSITE to the route you want to take. When we did this camp with our non-standard group (see above), a wizard sent in an Eye of Zomm to target the first mob on the left because it's almost impossible to target the first mob on each side, and then our enchanter /assisted the wizard and pacified that mob. If you don't have a caster who can cast Eye of Zomm to target, you will have to use a crowd control class to mez the other mob because he usually adds as you move to the other corner mob. If you dont have a crowd controller, you can root one mob away from the other. Just be careful to NOT aggro the second set of mobs deeper into the large room.
The group should then moved CAREFULLY to the first mob on the side of the room you've chosen as your route to the next door. Everyone should stay in the corner of the room and don't push the mob or you may aggro the second mob (you can pacify or mez this mob to be safe, but it's not necessary if you watch what you are doing). The worst case scenario is that you aggro the second mob, but you can mez the add if you have crowd control, root one or at very least slow both mobs so your tank doesn't get beat up too badly.
Continue killing the other three mobs on this side of the room until you are in the far corner near the door at approximate LOC -120, -15. Pacify the last mob on the OPPOSITE side of the room and move through the door, stopping in the short hallway that leads to the Tube Room marked "2nd" (bottom right in map).
This hallway will be your camp spot for Comm 1 Left. The door leading to the Tube Room is at approximate LOC -370, -15. Use the same tactics described above for Comm 1 Right -- do NOT get too close to this door because there are two see invis guards directly inside the door (these can be PH's for Comm 1). In addition to the two guards, there are seven other spawns -- one snake in each corner of the room, and three snakes around the actual tube. With a good group, you should be able to keep all NINE spawns cleared.
The one thing that was slightly different from Comm 1 Right: we were at this camp for several hours without spawning the Commander, and had to evac out, therefore we had to break in again by killing four of the mobs in the larger room leading to the Tube Room. Not long after this, the Commander spawned at one of the door guard spots. After clearing the tube room once more, we killed the four spawns from the outer room again and the Commander spawned AGAIN! I'm not 100% sure killing these four spawns outside the tube room had anything to do with spawning the Commander, but we were able to get multiple Comm spawns after we added these mobs to our killing cycle. Your mileage may vary.
Note: One of the Commanders spawned at the location marked "2" on the map, outside the Assassin Room. When we noticed Commander on track, but he wasn't at our camp, we moved quickly to the Assassin Room door and killed him there, then moved back to our Comm 1 Left camp.
Note: We got 4 of the 5 Commanders at this camp, so it would be my first choice if the zone is empty or if not all camps are currently taken.
----------------------
The quest for a key that opens the chamber to the Emperor in Ssraeahza Temple has four pieces: the Taskmaster Pouch which drops off named Taskmasters in the basement, Zazuzh's Idol (camp name: Comm1), Zeruzsh's Ring (camp name: Comm2), Ssraeshzian Insignia (camp name: Insigs).
To read more about the quest, click this link: http://everquest.allakhazam.com/db/quest.html?quest=1999
First, get this map pack at eqmaps: http://www.eqmaps.com/m3/ssraeahza2_set.zip
Now, using the map named ssra1st.jpe from that map pack, I'll describe how to get Commander Zazuzh (Comm1) to spawn on the first floor of Ssraeahza Temple. The good news is he always drops the idol, the bad news is he's a rare spawn with a placeholder and can pop in a random static spot.
Using the information below, you can (eventually) spawn Commander Zazuzh in one of four places -- one of the tube room entrance guard spots at the "Comm 1 right" camp (Top, middle of map, listed as "2nd" on map at appr. loc +200, +200), one of the tube room entrance guard spots at "Comm 1 left" camp (Bottom right of map, listed as "2nd" on map at appr. loc -450, 0), a small room outside the "Assassin Room" camp ("2" on map), and finally, inside the "Assassin Room" ("A" on map, requires lock pick skill of 210+ to open door).
In order to move to, break in, clear, and hold either of the Comm 1 camps, I recommend bringing along a group of at least three -- a good tank, a good healer (a shaman or druid will do if you have an enchanter in third spot), a slower (if the healer is a cleric with pacify, you can use a shaman or beasty for slows). To speed up the process of spawning the Commander, take a full group with DPS classes in the final three spots. It is also a good idea to have a tracker to regularly check for "Commander Zazuzh" because he *may* pop elsewhere, see above.
Note: We (2 people) did the camp with a very non-standard group consisting of a level 65 shaman with 120+ AAs including LR5 and the spell Quiescence who tanked all the mobs while I three-boxed a level 65 druid helping heal, fire-debuffing mobs (for wizzy SoS spell) and nuking, a level 65 Wizard with 160+ AAs doing most of the DPS, and a level 64 enchanter who pacified certain mobs during break-in and on rare occasions did the crowd control and most importantly, kept the C4 pumping.
Zone Etiquette
--------------
Comm 1, Comm 2 and Insigs are highly sought after spawns with established camps. Be sure to answer camp checks with the accepted name (on Xev server) of the camp you're farming -- Comm 1 Right, Comm 1 Left, Comm 2 Right (up the Tube Room from Comm 1 Right), Comm 2 Left (up the Tube Room from Comm 1 Left). If you have TWO groups you can probably cover both right camps, or both left camps.
The Mobs You'll Encounter
-------------------------
You will see a variety of snakes, the hardest of which will be the Elite Temple Guards (the ones on the first floor CAN be slowed). Here's a rundown on mobs with links...
An Elite Temple Guards (mostly melee, may HT though): http://eqbeastiary.allakhazam.com/search.shtml?id=7213
A Temple Guard (melee only): http://eqbeastiary.allakhazam.com/search.shtml?id=7108
A Shissar Arcanist (wizard class): http://eqbeastiary.allakhazam.com/search.shtml?id=7212
A Shissar Priest (cleric class will heal, STUN IT!): http://eqbeastiary.allakhazam.com/search.shtml?id=7211
A Shissar Spirit Bind (shaman class): http://eqbeastiary.allakhazam.com/search.shtml?id=7214
A Shissar Warlock (necro class): http://eqbeastiary.allakhazam.com/search.shtml?id=7215
Commander Zazuzh (Big Boy himself!): http://eqbeastiary.allakhazam.com/search.shtml?id=8868
The Elites are toughest of all you will encounter but bland by PoP standards. The Commander ALWAYS drops the Idol for Emperor key so you will have to spawn and kill him once for each group member, bring a lunch it may take some time. Comm 1 & Comm 2 can also (very rarely) drop a key that is used to access certain locations on the third floor of Ssra (Arch Lich room, XTC room, High Priest room) so ALWAYS loot these!
Breaking and Holding Comm 1 Right
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Enter Ssraeahza Temple at the spot marked "1" on the map and go around the corner in this hallway you will see a door at approximate LOC 0,0. Directly across from the door way is another door with two snake guards (neither see invis) which leads to the Assassin Room area and also the tube room to the basement. To the right of this door at approximate LOC +50, +100 is a ramp that leads up and around to the Comm 1 Left camp. At approximate LOC +100, +100 is a guard that doesn't see invisible. At approximate LOC +85, +150 is another door with 1 guard that DOES see invisible -- this is the door that leads to Comm 1 Right camp.
Put See Invisible and some form of Invis on all group members. Quickly move to the door to Comm 1 Right and enter the hallway. If the see invis guard outside aggros, pull him into the hall and kill him there, hopefully this will not aggro the closest guard that doesn't see invisible (LOC +100, +100). If you have an enchanter in group and the other guard aggros, Mez him. If you have no crowd control, root the add and move the fight away from the rooted mob.
At approximate LOC +115, +225 is the door to the Tube Room marked "2nd" on the map. Do NOT get too close to this door because there are two see invis guards directly inside the door (these can be PH's for Comm 1). In addition to the two guards, there are seven other spawns -- one snake in each corner of the room, and three snakes around the actual tube. With a good group, you should be able to keep all NINE spawns cleared. The loot is pretty anemic, but you will be killing some "Elite Temple Guards" who dropped Shissar Weapons that are used to create Shissar Bane Weapons which are needed to do melee damage to the Emperor (there are a wide variety of weapons -- a bow for ranja's, a club for priests, a dagger for INT casters and rogues, a 2hs for warriors and hybrids, a knight weapon for Pallys and Shadow Knights, and a regular 1hs sword for any melees that can equip 1hs).
You will need to pacify one guard to single pull the other guard (or Mez one if you have crowd control), thus breaking the only potential double-pull in the Comm 1 Right camp. Pull one guard into the hallway far enough so it won't aggro the other guard. If you have a pet class in group, make sure you don't push the guard back into the Tube Room. After the first guard is dead, pull the second guard and kill him. This should split the respawns far enough apart so you won't have to worry with pacify pulling after the initial break, just make sure you're ready to kill the two guards as they repop. You can then pull the remaining seven spawns in the Tube Room and keep those clear for fun and profit.
Continue pulling and killing all the Tube Room spawns and you will eventually spawn Commander Zazuzh, who can take the place of either one of the door guards. If your tracker sees Zazuzh on track but he's not one of the Comm 1 Right door guards, this means either (1) he has spawned at Comm 1 Left (by people camping that spot) or (2) you have spawned him at one of the Assassin Room spawn points.
To check on a non-local Comm 1 spawn send a abscond/egree/succor class group member (wizard or preferably druid since they can track) to zone in and have them invis their way to "2" on the map (nothing sees invisible between zone in and the Assassin Room. The small room outside the locked door to the Assassin Room has three snakes. Commander Zazuzh usually spawns on the left (he's hard to see without getting close to the door and moving all the way to the right in the hall). If your gopher finds Comm 1 up in this room, immediately move your group from camp to this spot and gank him because he won't stay alive long! He is a big wimp, mob-wise -- easily slowable and easier than the Elite Temple Guards you've been killing at Comm 1 Right.
If the Commander is NOT in this small room, he's either inside the Assassin Room or someone has spawned him at the Comm 1 Left camp. If your group is alone in the zone, then he popped in the Assassin Room. You will need a rogue with 210 lockpick skill to open the door at "2" on the map, and to disarm the mana drain trap at "3" on the map.
Note: I have heard that more than one Comm 1 can be up at one time, but I cannot personally verify this. So, you may be able to spawn another Commander if you cannot get a rogue to open the Assassin Room door.
Breaking and Holding Comm 1 Left
--------------------------------
You start Comm 1 Left the same way you started Right -- enter Ssraeahza Temple at the spot marked "1" on the map and go around the corner in this hallway you will see a door at approximate LOC 0,0. Directly across from the door way is another door with two snake guards (neither see invis) which leads to the Assassin Room area and also the tube room to the basement. To the right of this door at approximate LOC +50, +100 is a ramp that leads up and around to the Comm 1 Left camp.
Your group can invis up the ramp to Comm 1 Left camp without aggroing the see invis guard who is by the door to Comm 1 Right camp. Move up the ramp and to the door located at approximate LOC -90, +100. Enter the door and move down the hall to the second door at approximate LOC -110, -10. This door leads to a large room with eight snakes, four on each side of the room each separated by a column. All of these mobs see invisible so you will have to kill at least four of them.
The best approach for moving through this room is to pacify the first mob on the side OPPOSITE to the route you want to take. When we did this camp with our non-standard group (see above), a wizard sent in an Eye of Zomm to target the first mob on the left because it's almost impossible to target the first mob on each side, and then our enchanter /assisted the wizard and pacified that mob. If you don't have a caster who can cast Eye of Zomm to target, you will have to use a crowd control class to mez the other mob because he usually adds as you move to the other corner mob. If you dont have a crowd controller, you can root one mob away from the other. Just be careful to NOT aggro the second set of mobs deeper into the large room.
The group should then moved CAREFULLY to the first mob on the side of the room you've chosen as your route to the next door. Everyone should stay in the corner of the room and don't push the mob or you may aggro the second mob (you can pacify or mez this mob to be safe, but it's not necessary if you watch what you are doing). The worst case scenario is that you aggro the second mob, but you can mez the add if you have crowd control, root one or at very least slow both mobs so your tank doesn't get beat up too badly.
Continue killing the other three mobs on this side of the room until you are in the far corner near the door at approximate LOC -120, -15. Pacify the last mob on the OPPOSITE side of the room and move through the door, stopping in the short hallway that leads to the Tube Room marked "2nd" (bottom right in map).
This hallway will be your camp spot for Comm 1 Left. The door leading to the Tube Room is at approximate LOC -370, -15. Use the same tactics described above for Comm 1 Right -- do NOT get too close to this door because there are two see invis guards directly inside the door (these can be PH's for Comm 1). In addition to the two guards, there are seven other spawns -- one snake in each corner of the room, and three snakes around the actual tube. With a good group, you should be able to keep all NINE spawns cleared.
The one thing that was slightly different from Comm 1 Right: we were at this camp for several hours without spawning the Commander, and had to evac out, therefore we had to break in again by killing four of the mobs in the larger room leading to the Tube Room. Not long after this, the Commander spawned at one of the door guard spots. After clearing the tube room once more, we killed the four spawns from the outer room again and the Commander spawned AGAIN! I'm not 100% sure killing these four spawns outside the tube room had anything to do with spawning the Commander, but we were able to get multiple Comm spawns after we added these mobs to our killing cycle. Your mileage may vary.
Note: One of the Commanders spawned at the location marked "2" on the map, outside the Assassin Room. When we noticed Commander on track, but he wasn't at our camp, we moved quickly to the Assassin Room door and killed him there, then moved back to our Comm 1 Left camp.
Note: We got 4 of the 5 Commanders at this camp, so it would be my first choice if the zone is empty or if not all camps are currently taken.
Level 56 to 57 Cleric Mob on a 22 minute timer. Yellow to a 55 in the group and blue to everyone over 58 for every spawn. Saw him spawn 4 times in a row and then not all all for over 6 spawns in a row with multiple types of Place Holders. Located in the basement across from the room where Rhozth Ssravizh spawns. He is soloable by a 65 Bard or a lower bard duo'ing with a healer. Loves to nuke and will complete heal. He is in a room with one other mob but is always the one on the right which I believe is East in that room. He drops the Voice of the Serpent and the Shissar Guard Belt with the Voice being his rare drop. The belt is http://everquest.allakhazam.com/db/item.html?item=12728 and the Voice is http://everquest.allakhazam.com/db/item.html?item=18657 . Need to update the mob list to include this guy.
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It's never too late to give up all hope...the revamped Grimling Forest has a Quest "Legend of Lies" that has brought me to this zone, I am curious to find out if anyone has come across any types of ledgers/testements from Shissar (recent additions to loot table id imagine), and if so which ones, 2 that i know of so far are Ledger of Pain - found on The Shissar Magistrate - loc 140, 400, and Testiment of Night - found on the Shissar Assissin - loc 160, 450
I believe that at least 2 more are needed, any of you out there come across any?
Baracca Smilodon
65 Beastlord
The Rathe
Edited, Sat May 3 19:34:42 2003
I believe that at least 2 more are needed, any of you out there come across any?
Baracca Smilodon
65 Beastlord
The Rathe
Edited, Sat May 3 19:34:42 2003
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The two books you get off the Assasin and the Magister are the only ones u get in Ssra, the other 2 need to be gotten in Acrylia.
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The assassin did drop a testament for us last night, so it still drops if you're still looking for it.
You ask, "But oh great one, wehre does thou find L33t soriz poutch?" ...
and I answer... http://everquest.allakhazam.com/db/item.html?item=10563
Disciple Yelwinz in the Ssra Basement is said to drop item Voice of the Serpent.
Voice of the Serpent
MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE AMMO
Effect: Resonance (Casting Time: 3.0)
WT: 0.5 Size: TINY
Class: BRD
Race: ALL
Effect Data:
http://everquest.allakhazam.com/db/spell.html?spell=2938
Only Better Bard item for boosting Bard Songs that stacks is the Shadowsong Cloak from Akheva
http://everquest.allakhazam.com/db/item.html?item=8979
Voice of the Serpent
MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE AMMO
Effect: Resonance (Casting Time: 3.0)
WT: 0.5 Size: TINY
Class: BRD
Race: ALL
Effect Data:
http://everquest.allakhazam.com/db/spell.html?spell=2938
Only Better Bard item for boosting Bard Songs that stacks is the Shadowsong Cloak from Akheva
http://everquest.allakhazam.com/db/item.html?item=8979
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It's never too late to give up all hope...found one of these in the basement tonight any idea what it is for?
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These seals were placed there to give players a hint as to how start the cursed cycle.
If you cast identify on them, you will be told about the mobs that belong to the cycle. Also there are 'instructions' of how to trigger this event in the basement.
If you cast identify on them, you will be told about the mobs that belong to the cycle. Also there are 'instructions' of how to trigger this event in the basement.
What level is Zhroushe Mezhkazh that drops the illusion spell ? How many groups does it take to kill him all 60+ ?
:)
:)
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killed tonight with 63 enc 65 enc 55 war 60 brd 62 dru 63 rog 60 cler and 65 sk. Was a cakewalk.
Could probably have done him with 4-5 people.
Could probably have done him with 4-5 people.
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Zinphandel of Ayonae RoAnyone know who drops this please.
Vengeful Mail of the Void
MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 55 WT: 1.0
STR+8 DEX+25 AGI+8 STA+25 CHA+8 WIS+8 HP+100 MANA+75 SV POISON+12 SV DISEASE+12 SV COLD+5 SV FIRE+5 SV MAGIC+5
Effect: Heart of the Void (Unlimited Charges)
Class: RNG ROG SHM
Race: ALL
Vengeful Mail of the Void
MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 55 WT: 1.0
STR+8 DEX+25 AGI+8 STA+25 CHA+8 WIS+8 HP+100 MANA+75 SV POISON+12 SV DISEASE+12 SV COLD+5 SV FIRE+5 SV MAGIC+5
Effect: Heart of the Void (Unlimited Charges)
Class: RNG ROG SHM
Race: ALL
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> Vyzh'dra the Cursed <
IMO its one of the toughest fights in Ssra temple. You have to spawn "glyphed" and killing him spawns "exiled" and killing him spawns the guy you want. Fun encounter, but not much room for errors or you will wipe.
Hope this helps.
70 Hunter, Zul'jin
IMO its one of the toughest fights in Ssra temple. You have to spawn "glyphed" and killing him spawns "exiled" and killing him spawns the guy you want. Fun encounter, but not much room for errors or you will wipe.
Hope this helps.
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Vaug 70 Hunter, Zul'jin
Killed dis guy last night.He drop da spell Illusion:Kitty kat.Da chanta in our group was a happy one.Him sit and mem and turn into Kitty Kat.
I know there is a weapon dropped in this zone called 'Righteousness', but I am not sure what type of weapon (mace, sword, etc). I now it is a 1HB weapon.
Anyone know who drops it???
Edited, Fri Oct 4 19:34:33 2002
Anyone know who drops it???
Edited, Fri Oct 4 19:34:33 2002
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look under Rhag 1 he drops it
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80 Tauren Death Knight Stormrage.Edited, Fri Oct 4 19:33:54 2002
Illusion Vah Shir should drop from Zhroushe Mezhkazh (neg200 pos730 on 1st floor), I found it on these maps posted on The Safehouse :
http://pub117.ezboard.com/fthesafehousethebackroomsecretsspoilers.showMessage?topicID=11875.topic
Edited, Sun Sep 29 23:01:55 2002
http://pub117.ezboard.com/fthesafehousethebackroomsecretsspoilers.showMessage?topicID=11875.topic
Edited, Sun Sep 29 23:01:55 2002
Dreams of Ayonae 58lv bard song(mez) ,Breath of Tunare,56lv paladin spell dropped by random basement named.
When looking up the Illusion: Vah`Shir spell on Allakhazam's, it refers to this zone as where it drops- but after reading through all of the mobs and thier drops, I have yet to see it.
Anyone know what drops this spell?
Anyone know what drops this spell?
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Shissar Assassin drops it. he's in a room near the entrance on the first floor. you need a rogue to get to him. he also drops the illusion mask. i've heard there may be one or two other nameds that drop the spell also
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Better late than never, but the Assassin DOESNT drop the spell, another mob does. Shissar Assassin drops Mask of the Hunter, that has illusion : Vah shir as an effect. Standard ROG/BRD illusion mask.
Grunter Tonedeth
Maestro of Frayed Knot
The Rathe
http://www.magelo.com/eq_view_profile.html?num=325897
Grunter Tonedeth
Maestro of Frayed Knot
The Rathe
http://www.magelo.com/eq_view_profile.html?num=325897
Better late than never, but the Assassin DOESNT drop the spell, another mob does. Shissar Assassin drops Mask of the Hunter, that has illusion : Vah shir as an effect. Standard ROG/BRD illusion mask.
Grunter Tonedeth
Maestro of Frayed Knot
The Rathe
http://www.magelo.com/eq_view_profile.html?num=325897
Grunter Tonedeth
Maestro of Frayed Knot
The Rathe
http://www.magelo.com/eq_view_profile.html?num=325897
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