Yellow Wastelands

Yellow Wastelands Creator: Unknown Directions: go to Ice Wastelands continue all the way into Icy Tomb and Jump...*ouch* touch the Sand Orb

Level 40+

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

AREA: Yellow Wastelands

DIRECTIONS: Town Portal to Tower of Doors, Leave through the West Gate, East to Eastwood, then East to Deep Eastwood South, Head North to Deep Eastwood, North to Wastelands,Icy-Snowy Paths, NW to Frozen Town, North to Snowy Graves, then East into the Frozen Tomb. Jump down the wall, and work your way thru Black Ice till you see a "Sandy Globe". Touch it.

TESTED WITH: Logan and Friends

LOCKS: Max of 45

NOTES:

Yellow Wastelands - Desert Path

Here you will immediately find four old stone pillars (Obledisk) that you will need to find four pieces of stone which are hidden throughout the areas.

NW on this map you will find Sandy Pit and SE is Rocky Pass.


 * Naimrof Warrior (68): Has around 61 AB, is partially imm to fire.
 * Regnits Fighter (74): Has around 53 AB, does Acid/Piercing Damage.

Regnits don't have true seeing and Naimrof's probably don't either. Therefore, WOF and darkness away, as well as improved invisibility.

Working your way NW to Sandy Pit you will find more of the same encounters, once in Sandy Pit work your way SW.

SW into Pit of Nairmrof Hive (work your way NE in here).


 * Naimrof Worker (57): 56 AB, pretty high AC, some fire immunity.
 * Naimrof Myrmarch (84): 69 AB, drops a piece of the STONE (1), and NAIMROF MANDIBLE: +5 Enh, Keen, DC 18 Wounding.
 * Naimrof Queen (113): 47 AB, casts a Bigby's Spell and some others. Drops STONE (2), QUEEN ANT WING (Sm. Shield) Freedom, Haste, Gust of Wind 1xday.

From the Desert Path map, head SE to Rocky Pass. If your not immune to mind spells, you might want to stay away from the Sleepy Green Cati.


 * Desert Roth (43): 33AB

Head NE to Regnits Village


 * Regnits Wizard (56): Casts IGMMs
 * Regnits Commoners (18):

Head SE to Inside Regnits


 * Regnits Chief (101): 57 AB, Partially imm to fire, drops STONE (3) and REGNITS STINGER (Spear): +3 Enh, DC20 Poison, +4 Vamp

From the Village head NW to Regnits Ancient Tower.


 * Regnits High Wizard (107) Casts IGMMs, drops STONE (4), and DULL RUBY NECKLACE: SR 16, Light, True Seeing.

Back to the Desert Path, place all four stones in the Obledisk (one in each), and take the portal to the Desert Lords Realm.


 * Gust of Wind (70): AB 65, partially immune to elec/fire
 * Sand Golem (70): AB 61, Casts Earthquake.

Pass through the gate to Desert Lord's Chambers.


 * Fluffy (172): 50AB (possibly wrong), Drops FLUFFY'S COLLAR (Belt): +6 AC, +5 STR/CON.
 * Desert Lord (714): 96 AB, does bludge/elec/ fire/sonic damage, has 200+ damage criticals, casts an initial timestop, is immune to crits and healed once on us. At 57 AB I was hitting about 40% of the time.

LOOT: The Desert Lord has a RANDOM drop. So far I've found the following: LONGBOW of YELLOW SANDS: +7AB, +5 AC, +4 DEX, ERD +4, +5 Mighty, AA restricted. SHADOW KATANA: +7 Enhancement, 2d6 Pierce, 2d6 Slash, Keen, Shadowdancer Restricted.

TACTICS: As far as magic goes i'm not too sure, melle seemed to work well on every encounter so I played my melle character. A lot of the monsters don't have True Seeing so WOF/Mass Blindness/Darkness work well. Also while fighting the Lord, Improved Invis helped cut down on his hits on me, a lot. With 96 AB you gotta figure he is going to hit ya, so have your tanks ready with some heals. We darkened Fluffy first btw, he's a bit of a nuisance.

Grolin Greystone Honored Aventian