Inspired by the Dread Ring instance skill nodes and chests thread here:
http://nw-forum.perfectworld.com/showthread.php?557211-Dread-Ring-instance-skill-nodes-chest
I thought it would be nice to list skill nodes or chests in Sharandar, although the only non-obvious one I am aware of is in the Tower of Celadaine. Contributions will of course be acknowledged.
Arcane ResevoirReligion
Nature
Dungeoneering on opposite side of the square courtyard after you kill the first Cyclops Storm Shaman.
Thievery behind column in room where you kill the Cyclops Hewer.
Chest in room where you kill the Cyclops Shaman and Hewer.
Arcana in the corner of the room where you find the chest.
(Credit: imsmithy)Gnarlroot CavesArcana
Chest
Both are in the right-hand side passage just before the Redcap Witherer who blocks your way with magical roots.
Dungeoneering
Religion
In right-hand side passage after you meet three Redcap Witherers but before the second campfire.
Nature (2)
Thievery
In right-hand side passage after you meet the three War Trolls followed by four Redcap Witherers.
Witch FenDungeoneering
Thievery
Arcana
Religion
Nature
Chest
Most of these are pretty obvious. The Religion skill node is after the three War Trolls.
Tower of CeladaineGround Floor
No skill nodes.
First FloorArcana
Religion
In the rooms just before the two Hewers at the end.
Second FloorDungeoneering node in the chamber with the entrance portal and the campfire.
(Credit: pointsman)Nature node on left after leaving the chamber.
Chest in room past illusionary wall in the outer section just before teleport to next level.
Thievery node in corner on left side of teleport to next level.
Comments
No skill nodes.
Chest
Quickling Den (Credit: Zebular)
Nature
Chest
When you leave the large room with the large number of quicklings and the one war troll that spawns afterwards, turn to your right immediately after existing that large room and there will be a nature kit tucked in an alcove on the wall. If you go up the ramp and see 4 quicklings, you went to far. Just turn around and run into the wall.
War Makers' Camp (Credit: Zebular)
Arcana
Nature
Dungeoneering
Chest
After destroying the first catapult, head directly behind it for an arcane kit on a wagon. Also, the nature kit that was just before the first catapult has been moved. It is now by the 2nd catapult instead of the first. If you're facing the wall the 2nd catapult is beside, turn around and climb up the left side of the broken wall and you'll find the nature kit's new spot. When you get to the end and destroy the third catapult, to the left of the chest is a dungeoneering kit on the ground in front of a log pile.
Skill nodes in Sharandar (Credit: mleger)
Wyldwood Gate (Area 1)
Dungeoneering 1185, 685 | 2291, 1149 | 1369, 651
Nature 1183, 317| 1914, 1306 | 1208, 924
Religion 952, 898 | 1542, 1597
Thievery Kit 1710, 1102
Arcana 1480, 660 | 2237, 862 | 1275, 1188
Treasure Chest 1357, 1718 | 2185, 1275
Banshee Gate (Area 2)
Religion 3167, 1928 | 2536,2767
Arcane 3738, 2740
Thievery 3383, 2627
Dungeonering 2886, 2993
Moonlight Gate (Area 3)
Thievery 1086, 2663
Nature 1111, 2687
Religion 1269,2450
Fixed bugged nodes (Credit: Zebular)
Dark Fey Enclave (Area 2)
Arcane Kit in the Lower Bank (Giant Soul / Arbor Key) area was stuck in an invisible wall in all the roots and vines. If you take the far right path into this area, when you first enter through the thorn arch, go to your left and up on the edge of a tree you'll see a small hut with a wooden ledge underneath it. On top of this ledge is the new location of the Arcane Kit.
Realm of Malabog (Area 3)
Arcane kit down in the Hunting Grounds area (Portal Hounds) that was stuck under a mushroom has now been moved. It is directly behind where it was, up on the hill behind that mushroom it once was under.
Religion kit has replaced the Dungeoneering kit stuck behind an invisible wall in the High Cliffs area (Pod People). If you were facing the invisible wall, there is a Pod directly to your left and in front of that Pod, on the other side of the path, is a large and small mushroom. The Religion Kit is underneath the large mushroom.
Thanks pointsman - I'll add it to the list
. . . . . In Quick Action (Quickling Den), when you leave the large room with the large number of quicklings and the one war troll that spawns afterwards, turn to your right immediately after existing that large room and there will be a nature kit tucked in an alcove on the wall. If you go up the ramp and see 4 quicklings, you went to far. Just turn around and run into the wall.
. . . . . In War Makers's camp, (area 3) Realm of Malabog's portal instance, after destroying the first catapult, head directly behind it for an arcane kit on a wagon. Also, the nature kit that was just before the first catapult has been moved. It is now by the 2nd catapult instead of the first. If you're facing the wall the 2nd catapult is beside, turn around and climb up the left side of the broken wall and you'll find the nature kit's new spot. When you get to the end and destroy the third catapult, to the left of the chest is a dungeoneering kit on the ground in front of a log pile.
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Thanks for the detailed reply - I have added these too (with slightly changes to the format.)
. . . . . Also, something to note on bugged loot nodes in Sharandar: In the Realm of Malabog (area 3), there were two nodes that were in bugged locations and one in the Dark Fey Enclave (area 2), that have now been fixed.
. . . . . The first one is the arcane kit down in the Hunting Grounds area (Portal Hounds) that was stuck under a mushroom. This arcane kit has now been moved. It is directly behind where it was, up on the hill behind that mushroom it once was under. The second one was the dungeoneering kit stuck behind an invisible wall in the High Cliffs area (Pod People). This has been replaced with a Religion Kit. If you were facing the invisible wall, there is a Pod directly to your left and in front of that Pod, on the other side of the path, is a large and small mushroom. The Religion Kit is underneath the large mushroom.
. . . . . There was a bugged one in Dark Fey Enclave (area 2), in the Lower Bank (Giant Soul / Arbor Key) area there was bugged Arcane Kit stuck in an invisible wall in all the roots and vines. If you take the far right path into this area, when you first enter through the thorn arch, go to your left and up on the edge of a tree you'll see a small hut with a wooden ledge underneath it. On top of this ledge is the new location of the Arcane Kit.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
. . .When I have the time, I'll do a summary of Gnarlroot and Witch's Fen. PM me if I forget and a few days go by with no reply. Garlroot has quite a number of nodes and a couple "secret/easy-to-miss" areas.
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Sharandar
-Wyldwood Gate
- Dungeoneering 1185, 685 | 2291, 1149 | 1369, 651
- Nature 1183, 317 | 1914, 1306 | 1208, 924
- Religion 952, 898 | 1542, 1597
- Thievery Kit 1710, 1102
- Arcana 1480, 660 | 2237, 862 | 1275, 1188
- Treasure Chest 1357, 1718 | 2185, 1275
Stand your Ground NW-DNBHK74ML
Sharandar
-Banshee Gate
- Religon 3167, 1928
- Arcane 3738, 2740
- Thievery 3383, 2627
- Dungeonering 2886, 2993
Stand your Ground NW-DNBHK74ML