Chardok

From The Al`Kabor Project Wiki
Jump to navigation Jump to search
General Zone Info | Description | Dangers | Benefits | Travel To/From
Adjacent Zones: Burning Wood
Chardok3.jpg
Chardok4.jpg
Chardok5.jpg

General Zone info[edit]

Level of Monsters: 45+
Types of Monsters: Chardoki Golem, Chokidai Lacerator, Chokidai Mangler, Chokidai Sunderfiend, Di'zok Royal Guard, Judicator of Di'zok, Mangler, Sarnak Accoucheur, Sarnak Arbiter, Sarnak Aruspex, Sarnak Aruspice, Sarnak Caedosaur, Sarnak Janissary, Sarnak Myrmidon, Sarnak Templar, Froglok Slave, Iksar Betrayer, Iksar Slave, Ratman Slave
Notable NPC's: Ancient Guardian, Apprentice Herbalist, Arch Inspector Nibi'zi, The Bridge Keeper, Drill Master Dih'roul, Foreman Ku'Lul, Grand Advisor Zum'ull, Grand Herbalist Makha, Grave Master Zo'lun, Korocust, Korocust Courier, Observer Aq'touz, Overking Bathezid, Prince Selrach Di'zok, Queen Velazul Di'zok, Sarnak Collective Auditor, Sorcerer of Di'zok, Underboss Myli'ki, Watch Captain Hir'roul, The Wraith of a Fallen Di'zok Hero
ZEM: 85 (113%)
Zone spawn timer: 19:28
Indoor/Outdoor: Indoor
Dungeon: Yes
Bindability (Self/Others) : No/No
Succor point : X (859) Y (119) Z (106) - Near exit to Burning Wood
COTH possible : Yes
Can summon corpses : Yes
Ground Spawns:
Foraged items: Berries, Fishing Grubs, Fruit, Pod of Water, Rabbit Meat, Roots, Vegetables
Allaclone links: Bestiary, Drops/Equipment

Description[edit]

Chardok is the site of the ancient sarnak military fortress that has existed for centuries since the time of Emperor Atrebe, and is considered by the sarnaks to be their home.

Dangers[edit]

The entrance to the zone is not the same as the exit from it. When you enter the zone, if you turn around you will simply see a blank stone wall. From reports, upon entry to the zone you proceed deeper and keep to the left. This will lead you past the entrance to the main part of the zone and, up a hallway, to the exit.

Benefits[edit]

Much of the loot in this zone drops off of practically any monster within the zone, making any adventure into the zone useful in terms of obtaining loot (i.e. you don't have to camp a specific spawn to get what you want).

Also, there is now a banker here that is usable, so you don't have to travel far to do your banking. There is also a merchant here that sells unusual food and drink items, located at -80, +345.

This is also an area to get some high level spell drops, including some new spells.

Herald Telcha is right at the zone in. He doesn't agro. You can hand in Mt Death Mineral Salts (2 at a time - you can do 4 and it'll give you two faction hits) and Green Goblin Skins (1 at a time - you can do 4 and it'll give you four faction hits) for the positive Chardok faction.

Travelling To and From Chardok[edit]

Chardok can be reached through the evil lizard castle at approximately 5900, -3800. The zone entrance is not the same as the exit, which you can reach by travelling left into Chardok and will return to Burning Wood.


External References: EQAtlas, EverQuest Map Preserve