Mons Letalis

Quick Facts


HOT ZONE
Type:
Outdoor

Expansion:
Luclin

Instanced:
No

Keyed:
No

Level Range:
35 - 50

Send a correction
Mons Letalis stands for "lethal mountain" and is named so for a reason. The harsh climate of Marus Seru extends up to this very high mountain range, where more powerful creatures have come to live.

Below the mountains are deep gouges in the land, thought to have been waterways in years past. These are now teeming with Luclin wildlife.

Also found here are the remains of an ancient teleporter of Combine design, its use lost in history as it is now mostly destroyed.
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Mons LetalisThe SpiresPassage to the GreyA Spire SpiritUp Into the SpireThe Spire LordThe Hivemistress
Post Comment
More zone wide info
# Oct 02 2009 at 4:42 PM Rating: Decent
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241 posts
"The deep gouges in the land must have been waterways many years ago."
Zone Message ?
# Oct 02 2009 at 10:22 AM Rating: Decent
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241 posts
Today was near spires and had a zone message

"A thin wind wails through the canyons."

I was alone in the zone and wondered if it is a key to some event or mob?

Fell (70 Necro)
Pathing
# Jan 22 2009 at 2:03 AM Rating: Decent
Scholar
*
77 posts
Pardon my Mouth BUT this Zone is F***ed up!! mobs walk through rocks and never come out the other side.
Pathing
# Mar 04 2009 at 3:55 PM Rating: Decent
Sage
***
3,035 posts
Yeah, hideous zone. Waste of time. The Z-axis is messed up here due to all the lower level paths and the mobs just wander wherever, without regard to up or down. Plus adds come out of seemingly the air. I pulled one mob cleanly to the SE corner of the zone, which if you look at seems to be a nice flat area, ideal for avoiding wanderers. The during one single fight I got three different adds.

This has to be the most useless zone in the game, or darn close to it.
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
Hot Zone
# Jan 07 2009 at 9:28 AM Rating: Default
This is now the 35-40 level hot zone as of January 2009.
Entrance to the Spire?
# Feb 09 2005 at 8:23 PM Rating: Decent
I was in the zone looking for the inspired Spire Spirit. I thought it was on top of the spire in the 'top room' - couldn't figure out how to get there. Am I looking in the wrong place? Are the spirits on top of the spire or somewhere else? Any info appreciated! thanks
RE: Entrance to the Spire?
# Mar 06 2005 at 4:09 AM Rating: Decent
**
642 posts
Aneyo,

Might late with this post--hope you got your drop, if not here goes.

Inspired does pop on top of Spire. It's the platform that the steps up lead too. You'll need to go round robin killing Greater Spire Spirits. Occasionally, you'll get a Intoxicated Spire Spiritand the like, eventually, Inspired will pop.

Just did this tonite to get the book of inspiration for an alt.

Btw, the Spire Lord has a nasty HT. If you're up there and he pops, clear the other mobs first so you've got room to duke it out...or run. =)

Oh, one more thing. During a fight, I had a Stonesumthin, 2 mature rockhoppers, and a Shik'Nar Gatherer all show up when the Spirit was around 30%.

I have yet to figure if somehow the critter summoned them tohis aid, if I aggro'd them earlier and they finally made it to the top, if some fluke of game architechture put the fight spot w/i their aggro or what.

Mind you, I was WAAAAY up high fighting the spirit, and had been up there quite a bit before they showed up. One more wierdness, *the Shik'Nar never aggro'd* it just showed up in tow. Once the rockhoppers and stonecritter were dead, I figured warder would jump on the Gatherer, but nope. Gatherer wandered off. It never took a swing at me or warder.

Friggen could be a shocker if you're low on HP.

Hope this helped some, if not, reply here or send a cross server tell--I'm on Stromm server and name is in sig. =)
Entrance to the Spire?
# Feb 09 2005 at 8:23 PM Rating: Decent
sorry for the double post

Edited, Wed Feb 9 20:24:43 2005
info pls
# Sep 21 2003 at 3:24 AM Rating: Default
Anyone know what kind of "event" is at the spire? I went there yesterday with 65cleric and 65necro just for the fun and cash in a few rockhopper hides maybe, just to find that the zone was nerfed, so i started to explore that spire that i've run past so many times omw to ssra. The spirits tried to fear and dot me (prolly necros). At the top level i thought, oh well... more of them spirits, and started to kill 1st mob... a few secs after entering the toplevel (outside) some 30-40 ShikNar's popped/got summoned on me, dropping me almost in one shot. Never got fd off. The funny thing is that i had cleric parked downstairs, and a sec later they all came walking back, not aggroing him allthough he stood just inside the doorway (upstairs) when necro got aggro.

If anyone have info on this "funny" event thingie, pls post...
Hopper pets
# Apr 10 2003 at 7:21 PM Rating: Decent
At lvl 56 I have been farming Rockhopper hides here. Using my druidic powers to charm a lt blue rockhopper and haste it, I can kill about 10 or so Lt and DK blues for very little mana in no time. My spot is near the Grey zone in point. Lots of hides and some quest runes -little plats from the ShiNars too. The exp is ok if I close my eyes and imagin AAXP is real xp.
RE: Hopper pets
# Jul 05 2003 at 11:33 AM Rating: Default
Love the word "Druidic"
Just rolls off the tongue.

Excellent, just excellent.

Hats off to you.

Times are hard, thrills are cheaper.
As your arms get shorter your pockets get deeper.
creatures & btw
# Feb 23 2003 at 5:56 PM Rating: Good
****
8,619 posts
Ok went to Mons Letalis for the first time today.
Took my 51 Ranger & 53 Necro for a little exploration. Smiley: eek
The Shik Nak were Indifferent to both, my Ranger killed one & went to apprehensive.
The Shik Nak hatchlings however are ready to attack.
The Rockhoppers were Indifferent to both and the
Stonegrabbers were ready to attack to both.
The Spire sprites were ready to attack to my necro.
To my Ranger track, most things in the zone were dark blue & a few pale blue, a couple of the spire sprites were green, the Lord was up & was dark blue.
Noticed that some Rockhoppers will rarely drop 2 pelts of varied quality & better quality pelts were definately harder to come by.
The entrance area to The Grey, is a nice place to hunt, there is even a spawn spot for a Mature Rockhopper nearby (loc 1269/275), the respawn time on them is 12 minutes btw and it spawns different level mobs (ie some pale blue & some dark blue to my necro). I hunted there for a while havent seen a named one pop there yet though.
Hope this helps.
Mortality Rate, 53 Necro, Sisterhood of Thorns
Morganai Pixiebane, 51 Ranger
Druzzil Ro
Druid fun
# Jan 24 2003 at 2:01 PM Rating: Decent
If you are a druid this place seems catered to us...i do the root/dot thing and get some good exp. not to mention hopper hides sell well on my server....exp and cash with out the hassel of the over camped hopper/tribal cave in DSP

Tescovee
Druid lvl 53
Drinal
Loot table change confirmed
# Jan 14 2003 at 3:46 PM Rating: Default
24 posts
I wanted to point out that the loot table on Mons has indeed been changed for the worse since the time I wrote the post below. I went there recently with some friends and noticed a dramatic difference in the superb/flawless drop ratio.

That pretty much kills about the only redeeming quality of this zone, so my advice is to stay away from this zone.

Crywulf
Hopper Hunting
# Dec 30 2002 at 7:05 AM Rating: Excellent
20 posts
I can only add a few things to Crywulf's post below but here we go..

First Lev is an absolute must in this zone - without it you will take so much damage from falling, you'll find yourself in a bad way. As a 54lvl Shaman I soloed with ease in this zone after finding 2 spots.

One is just west of the entrance to the Grey where you have a good field of view and a large mountain in front of you, which upon running to the top gives you an excellant surrounding view to the spires to help pulling. You may still get wanderers even if like me you park and pull to the nth zone wall, but generally these are Shik'nar - if you've been fighting these - don't bother coming here.

The second is the NE corner of the zone - no adds at all, again two hills to stand on to pick your next pull's and drag back to dogdog so he can eat..

Mature Hoppers were 60/40 dark blue and Adult Hoppers 60/40 light blue/green. Pull with slow back to pet, Ebolt then root. Second Ebolt for larger ones as with them doubling for around 170 they'll make mincemeat of your pet fastish, one Ebolt for Adults.

In 6 hours of fighting here I gained 6 Superb and 7 flawless hides - can't compare to other drop rates in other zones as i've never managed to get the hopper cave in DKP for instance.

Other loot was non-existant. The benefits are good though - no-one and I mean no-one else was hunting in this zone except me, using the peaks you can pick your pulls and your path to that pull to avoid Stonegrabber adds - if you get one drag back to pet and waste it, then go looking for your hoppers again. I would generally range between my 2 spots and I never had to go far to find one.

One thing you do have to be aware of is people running to the Grey - they generally do not announce any trains, so make sure you can see the entrance tunnel but aren't to close for aggro and you should have no problems. Spatial awareness is everything in this zone - keep your wits about you and you'll be fine, stand in the middle of nowhere or just behind a rock and you'll find yourself snowed under by Stonegrabbers very quickly.

Edited, Mon Dec 30 06:40:40 2002
RE: Hopper Hunting
# May 15 2003 at 7:30 AM Rating: Excellent
About that NE corner and no adds, I am there now. Just got a message saying "A Lesser Spire Spirit coalesces from the ground!"
I was invis, so he didn't attack. He cast a spell, I assume a buff. After about 4 mins, he depopped without moving. I couldn't get him to spawn again within the next few mins of running around that spot (pos1350, neg950). Since you said there are no adds here, I assume this is a rare occurance.

I'm just experimenting here with my 53 Wizzie. Tricky to kite, or quad, due to the terrain constantly getting in the way and you being unable to see the target to cast, but possible. Single pulling from near The Grey zone to the NE corner seems easy enough, though not the fastest for XP. Good area to finish the kill, loot and med up.

After 8 Mature hoppers got 1 Flawless, 2HQ, 1MQ and 2LQ pelts. 1 hopper dropped a HQ and MQ. 3 hoppers dropped nuttin.

Edited, Thu May 15 08:17:15 2003
RE: Hopper Hunting
# Jul 16 2003 at 5:13 PM Rating: Decent
20 posts
My apologies - in about 20 hours of killing rockhoppers, i've only seen one lesser spire thingy appear - and even though he was gating my dots dropped him pretty quick, as he would only gate to a distance of about a 3-4 sec sowed run then come back at me anyway. Sorry I didnt make that clear but they've been so rare didnt think it worth mentioning.

After 20 hrs there I gained roughly 14 Flawless and 16 Superb. The hopper cave is perma camped on my server this is the only way I can keep my tailoring costs down.
Hunting Guide
# Dec 06 2002 at 5:12 PM Rating: Excellent
24 posts
This is a hunting guide on what and where to fight in Mons Letalis, an obscure little place that most players have never hunted in and probably never will. It is not only dangerous because of its rough terrain but also because of tough, undercon’d mobs that are highly mobile and social. So why should you hunt in Mons? Three reasons: (1) it is never crowded; (2) the xp is actually decent; (3) you can get rich in the process. For a solid group of, say, 4 mid-40 players, it would be tough to beat the xp and plats that Mons gives. I will discuss the loot in more detail as I go, but first things first – you need to find a safe spot to pull to. Location is everything in Mons, because there are so many aggressive, wandering mobs.

I have scouted out most of Mons and I can recommend only two spots to pull to. One is a plateau on the southwest edge of the map. The other is a plateau near the entrance to the Grey, near the Spire Lord’s Spire. Most players I have seen fight near the entrance to Marus. This is NOT recommended. The terrain there is very rough and you will not see the approaching adds. Some people fight in the entrance cave. This also is a bad idea because you will often find yourself getting attacked from the top of the cave although you cannot see or attack the mob. In contrast, the two spots I mentioned have great visibility and boast relatively flat terrain. This makes pulling easier, casting easier, and predicting adds easier. The only problem with the SW plateau is that it is far from the zone. Running is not really an option. The problem with the plateau by the Spire is that although it’s close to the Grey zone, you will find yourself suffocating upon zoning because the Grey is airless. You may literally find yourself between a rock and a hard place – get killed by the lingering mob in Mons or die by suffocation in the Grey. For this reason, it may be a good idea to find yourself an Enduring Breath item.

Now the mobs. Shiknars start out indifferent to everyone, provided you have not screwed up the Shiknar faction. The shiknars in Paludal are not on this faction, but the ones in Fungus Grove are. I recommend NOT taking this faction hit. The majority of wandering mobs in Mons are shiknars, and you will quickly find yourself swarmed and outnumbered. Shiknar hatchlings, however, are not on faction but are KOS to everyone. Kill these without reservation. From my own experience, adult shiknars never help the hatchlings.

Stonegrabbers are KOS to everyone. They attack on a medium line of sight. They have lots of hitpoints and are somewhat resistant to magic but they do not hit hard. Like the stonegrabbers in other zones, they hate casters. You will find yourself resorting to root often. They drop little of anything valuable except for the very rare Fist of Rock that sells for 1 to 2k at the bazaar. Interestingly named stonegrabbers are quest mobs for various quests that originate from Sanctus Seru. You can fear-kite these quite easily. Just watch out for rockhoppers which will readily help stonegrabbers.

Rockhoppers are indifferent and come in adult and mature varieties, along with interestingly named ones that are quest mobs. Mature ones are much harder than adults. They have tons of hitpoints, run fast, are hasted, and double hit for 170+. Do not underestimate them. They have low MR, however, so fear-kiting should work well. Just be careful of stonegrabber and rockhopper adds. Shiknars hate rockhoppers so one will often jump in and help you. This is a mixed blessing because if the shiknar lands the death blow, you will not get the xp or the loot. Resist the urge to kill the shiknar. Remember that bad Shiknar faction will make it nearly impossible for you to hunt in Mons. All rockhoppers drop various quality pelts in abundance, including high, flawless, and superb. They are in high demand by tailors to make 10-slot bags and acrylia reinforced armor. On my server, they sell for 20pp, 200pp, and 300pp respectively at the bazaar.

Lesser and greater spire spirits often wander out of the Spire Lord cave and travel along a predetermined path. They are necromancers without pets. They will try to fear you, DoT you, slow you, and hit you with DD. They ALWAYS try to gate when they get low on hitpoints. Bash them or nuke them to prevent them from gating, or you might end up being introduced to their friends. By the way, the Spire Lord cons blue to high 40s, but don’t be fooled. He is a major undercon and his flurry attacks will eat you alive in no time. All spirits drop the essence of darkness which does not sell very well at the bazaar, at least on my server.

Thought leeches do not wander. They live in a cave to the south with the Corrupted Hive Mistress. They have a large agro range and will attack you on a long line of sight. They are very resistant – nearly immune - to magic. Taken alone, they are somewhat easy to kill, but their large agro range means you will almost always get more than one. Beware that mezz usually does nothing other than make them angry at the enchanter. If you hunt in their cave, do NOT kill the enslaved shiknars. They are on the Shiknar faction. The Hive Mistress, however, is not. Killing the Mistress or thought leeches will improve your Sanctus faction. Thought leeches drop some items, including quest items, but generally little of value.

Best of luck to you all. My friends and I went from 46 to 52 here and I made over 10k plats in the process. Mons is a dangerous but good place for mid-40s, especially for evil races who do not wish to hunt in Karnor’s because of the Overthere faction.

Crywulf

Edited, Wed Dec 18 18:48:02 2002
RE: Hunting Guide
# Dec 24 2002 at 10:42 PM Rating: Default
Cool post except it does look like the loot table got trimmed down to practically nothing. I've hunted Rockhoppers and Stonegrabbers for the better part of a day and got mostly Rockhopper skins and random Vendor Trash (spell research and a gem or two. No, repeat NO, cash. At all. Got killed twice when I started so looks like I'll be off finding another spot to camp. Ugh! Another potentially zone flushed down the EQ crapper.

Coddington
lvl 52 Mage
Terris-Thule
RE: Hunting Guide
# Jan 14 2003 at 3:38 PM Rating: Default
24 posts
Yes, you seem to be correct, I think the loot table has been nerfed. When I leveled there, my group was getting about 5 superb/flawless hides per hour (= 1000 pp on my server). 99% of hoppers dropped at least a MQ pelt and one even dropped 3 pelts at once, 2 HQ pelts and a superb! We were exceedingly surprised and thrilled and wondered why no one hunts there. But on my recent return to Mons with some lower-level friends, I noticed the drop rate had been significantly cut down. I think we only got 2 or 3 during the 2 hours we were there. Many rockhoppers had no loot at all. Sigh. I'm sorry I didn't post this message earlier. Perhaps more of us could have benefitted from Mons before Verant messed with it.

Crywulf
RE: Hunting Guide
# Dec 24 2002 at 10:42 PM Rating: Default
Cool post except it does look like the loot table got trimmed down to practically nothing. I've hunted Rockhoppers and Stonegrabbers for the better part of a day and got mostly Rockhopper skins and random Vendor Trash (spell research and a gem or two. No, repeat NO, cash. At all. Got killed twice when I started so looks like I'll be off finding another spot to camp. Ugh! Another potentially zone flushed down the EQ crapper.

Coddington
lvl 52 Mage
Terris-Thule
This Zone is Nerfed
# Nov 25 2002 at 11:36 PM Rating: Default
Sometime in early Oct/02 they nerfed the rockhopper and stonegrabber spawn rate BADLY. They turned a decent hunting zone into nothing but a rockfield of those stupid blue grasshoppers...thanks alot Verant..bloody idiots.
Frozen Hailstone
# Jun 07 2002 at 11:44 PM Rating: Decent
just found this item on a frozen stonegrabber ... seem's ta be a rare spawn, anyone know what a frozen hailstone is for?
RE: Frozen Hailstone
# Aug 24 2002 at 9:04 AM Rating: Decent
44 posts
Frozen Hailstone is for the Necromancer Sleeve quest in The Twilight Sea.
Nerfed?
# Jun 02 2002 at 12:18 PM Rating: Default
30 posts
On Xegony, it seems the zone has been nerfed. A couple of months ago, you could find Rockhoppers right at the tunnel. They were always wandering the ravine near the tunnel, now you have to go a ways to find some hoppers, and in danger of the stupid little hatchlings and stonegrabbers aggroing. It would be nice to find a relief-type map of the zone showing the ravines and a good camp spot. I will have to try the suggestion of wolf form to keep the stonegrabbers from aggro.

Sirul Skypilot
50 Karana Ranger of Surefall
RE: Nerfed?
# Jun 03 2002 at 1:32 PM Rating: Decent
30 posts
Ok, last night I tried the Wolf-Form. While it helped with the Stonegrabbers, the Shiknars immediately attacked. Our group had to kill the two that attacked and now instead of being indiff, we are apprehensive. Do not, I repeat, do not do wolf-form. I would much rather deal with the stonegrabbers than the bugs.
Thought Leeches
# Mar 24 2002 at 12:29 AM Rating: Decent
Anyone have a loc for the entrace to this place?
Good Pull Area?
# Mar 23 2002 at 6:40 PM Rating: Decent
Has anyone found a good spot to fear kite Rockhoppers here?
RE: Good Pull Area?
# Jul 20 2002 at 10:35 PM Rating: Decent
Zoneline from Marus Seru is a good spot to fear kite from. At the mouth of the cave that opens from the zoneline the hoppers will, when feared and snared, change direction everytime you strike them. In fact they path to right in front of the cave mouth and when you beat on them in this spot they will turn in circles if you position yourself just right and you hit fast enough. This is a great 40+ zone. My 44 Ranger and my wife's 44 Cleric were getting about 3 blues per hour using fear kiting. If you can get a fearing class hunt the bugs. They don't hit as hard as the hoppers. Bugs almost never stunned me but the hoppers stun a lot.

Hope this helps.

Strength and Honor!!

Hardcore
# Jan 21 2002 at 12:30 PM Rating: Default
the stuff around the Marus Seru zone is hardcore! At least the matures are. Took my 44 mage 4 earth pet and all my mojo to kill, loot was nada. A few folks wandered into the zone (shaman, druid and warrior). Took almost all our juice to kill each one, not very efficiant at all. Way too many hitpoints on this stuff

The level range is not 30-50, if a 30 stepped in here and started fighting it would last 5 seconds, maybe little less. I say range is more like 50 to 60.
Things of Note
# Jan 14 2002 at 8:18 AM Rating: Default
The wandering ShikNar Bugs don't aggro, but the various packs of hatchlings do, and these were High Blue at 45. Just stay away. Aslo Werewolf form and Imp form agored the wandering bugs.

The Rockhoppers will leave you alone as long as they do not see you attacking another Rockhopper OR a Stonegrabber, for they are socialy friendly with each other.

If you are going to set up camp here, stay close to the wall, and keep SOW and LEV up at all times, things can get nasty realy quick.
Eval of Zone
# Dec 05 2001 at 4:10 PM Rating: Decent
Rocky zone, lots of canyons. Recommend Levitate and Wolf form. Did not find anything that would aggro once I was in Wolf form. Out of wolf form, the rock guys aggro.

Big spire in zone with Lesser Spire spirits and Greater Spire Spirits (Both blue at level 51). Entrance of spire is at bottom, with a spiral stairway going up. Spire Lord (high blue) at the top.

Also there is an underground area within this zone, a hive with Thought leaches (looks cool). At named mob called, I believe, "The Great Horror" whipped up on my team (49 Druid, 56 Druid, 51 SK, and 55 mage). HARMONY caused the thing to aggro. Killed me (SK) and the mage. He has fairly high AC and quite a few hit points. He was 49th level and hitting me in the 150+ range.

Hope this helps someone!

Mervic Grimheart
51 SK, Innoruuk <Clan Impact>

RE: Eval of Zone
# Dec 25 2001 at 4:14 PM Rating: Good
24 posts
I do not recommend wolf form for this zone. My experience was totally different. The ShikNar and Rockhoppers were non aggro without wolf form, but were KOS with wolf form. The only thing to look out for if you stay out of wolf form is the Stonegrabbers. But if you are in wolf form, then everything seems to aggro.
This zones lvl range
# Dec 04 2001 at 9:22 PM Rating: Default
You can get EXP at lvl 55 here. Its awesome.
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