Sharp

Sharp Creator: Nikodiemus (Updated by Lazarus Magni) Directions: Go to Forest of Dusk South its in northeast corner Note: The later parts of this are now probably intended for APL 40-80

Level 40+

Note: Currently only levels 1 and 2 function. -Sven 15Mar2012

NOTE: This is an older area report and the information may no longer be 100% accurate.

AREAS: Sharp Jungle - Sharp Assassins Guild

DIRECTIONS: Town Portals to S. Isle Landing, Take the SIL Portal to Forest of Dusk South, Head NE to Sharp Jungle (marked on the map)

TESTED WITH: Logan Lvl 40+ Fighter/COT/WM, Sterling Lvl 40+ Wizard/PM/DD and Friends (thx TJ/Charge)

LOCKS: DC 50 maximum, there is a DC 100 Door but nothing behind it.

NOTES:

Sharp Jungle: Start heading SE towards the Sharp Tower.
 * A few things to start: Spells within the Guild are pretty worthless, they are immune to most of them. So if you are a caster, use your shields and stock up on heals, you'll need them. If you like the heads on approach, you'll probably want a Shifter or PM or even a DD in your group. Clerics are certainly handy as well, you might want to bring one along.
 * Sharp Cats (40): Cast Sound Burst
 * Sharp Malal Panther (48): Low Fort, so Wail/Implosion works well.
 * Sharp Mage (70):
 * Sharp Assassin Ninja (61): Have around 51 AB, sneak, do Cold/Elec/Sonic damage as well.
 * Sharp Throwers (56): Throw shurikens

Guarding the Sharp Tower you will find a Ninja.

Sharp Tower - Ground Lvl.
 * Fire Ghast (63): Susceptible to Cold, Heals/Mass Heals, have around 65 AB, and breathes fire.
 * Storm Ghast (68): Susceptible to Fire
 * Both types have a Petrifying attack against Fort DC 15. Your bound to roll a 1 sometime or another.

Lvl 1: Same encounters as above.

Top Level: You will run into the Sharp Elemental (64): He casts Wail a few time but shouldn't be too tough. He drops the SHARP RUNE which is the key that is needed to enter the Assassins Guild. Backtrack out to the Jungle.

Head East/North East to a tomblike structure which is the Assassins Guild. Guarding it will be probably some Throwers/Mages/Assassins.

Assassin's Guild: Head North. The encounters will be a mix of Ninjas/Mages or Assassins (60): who sneak, have around 62 AB, and Elec/Sonic Dmg.

TACTICS: If you like to charge, have your PM/Caster do it with shields up, or have them cast Mord's Sword to distract them. With the number of sneaks/crits/death attacks these encounters get, they can wipe up a party real quick. If you prefer, you can also use darkness on them. The Assassins do not have true seeing and this will give you time to pick them off 1x1. I would also suggest going slowly, the encounters can be close together and you might find yourself overrun real quick. If you do use darkness, be sure to target the encounter and not just the area or you will more than likely darken your party as well, which will ensure that you get sneaked too.

Guild Lvl 2: Continue heading North, the encounters are the same.

Guild Lvl 3: Towards the top you will find the Mini Boss and Boss. Praxis_Shadowscout Honored Aventian
 * Sharp Guild Head Master (?): Same tactics apply, he has friends. He drops: SHARP JUNGLE BOOTS: +5 AC, Ambidex, Cleave, 2-Wpn, Freedom, Haste, Assassin/Shadow Dancer Restricted... ASSASSIN'S KNIFE (Dagger): +5 Enh, Keen, 1d6 Elec, 1d6 Sonic, 1d10 Crits, DC 20 blind, Vamp +3, and cast Divine Favor 3xday, restricted to Assassin/Rogue/Shadow Dancer... ASSASSIN'S BELT: +2 DEX/CON/STR, Freedom, +4 Universal Saves, +1 Regen, Assassin Restricted.
 * Sharpniel, Lich God (735): If you have a Cleric, use Heal and Mass heal he is a true Undead monster. Knockdown works and he seems to have a fairly low AC but a ton of HP and heals a few times. He casts Wails and Horrids. He drops: SHARP MAGIC BOOTS: Wizard 7/8 spells, 20 Fire Restistance, +5 Intel.... SHARP JUNGLE CLOAK: Freedom, +3 Regen, 22 SR.
 * Sidenote: Only the first level of the Assassin's Guild is portable.