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**Welcome Adventurer!**
This is a non-official guide of the huge overland dungeon of Hanggore (HG) in Avendyr’s Pass (AVP). This guide is mostly meant for people who don’t know the area well and are looking for some overall or specific information.
Please use the links at the right side to jump straight to the section of information’s you're looking for. Introduction & POIs are more lore and observation driven.
Quests, Factions & Acclimation is the know-how where to start and how to prepare. And finally Encounters, Strats, Loot and Resources are raw data based.
**NOTE:** All the following information’s are based on the PRE-EA seasons and experiences and will be updated during the EA.
![HanggoreIntroPic](https://i.imgur.com/4cwpT5x.png)
## Introduction
Hanggore is a snowy and icy land of the tribe of the North Tusk Orcs. It’s connected in northeast with Thronefast, southwest with the outskirts of Black Rose Keep and northwest with the Roans.
*“Orcs tribes cover multiple continents throughout Terminus, each with relatively independent agenda, tendencies and of varying size. Yet binding these tribes together is an ancient accord known as the **Bloodsworn Covenant**, which was founded before any of the Sacred Six came to Terminus.“*
*"The North Tusk occupy a region they call 'Hanggore', which has become the common name for their area of domain in Avendyr’s Pass. From that rocky, frosty perch they’ve launched several unsuccessful 'campaigns' against Thronefast, in an attempt to take back the lands their forefathers forsook during the Deicide War."*
*”The bloodsake of the tribe is a maxum beloved by every Orc from their youth. This confession crystallizes their sacrificial lifestyle by stating that even their own blood belongs to the tribe, not themselves. To manifest this internal devotion to the rest of their tribe, body scarring, tattooing, trophy taking, death in battle and even enslavement of other races are all meant to signify dedication to the bloodsake.*
*From the warrior right arm of their goddess **Ooshaava** down to the lowliest grunt, Orcs are a brutal family that prizes both the violent and the victorious. For this reason, very few leave the lands of their birth, as an Orc without a tribe is a rock flung into the bottomless sea.”*
*"The wholistic Orc pantheon consists of an unknown number of gods, but with one regional deity that is a patriarch or matriarch to each tribe. For the North Tusk this is Ooshaava, Goddess of the North. Ooshaava appears to be a deity of nature and mysticism, and there are signifiers of her influence all over Hanggore. Inscriptions found on weathered North Tusk artifacts refer to the frigid mountains near the North Tusk as 'Ooshaava’s abide'"*
Another main characteristic *“of the North Tusk’s frequent forays into the swords and spears of Thronefast might be a remarkably thick skull, which leaves little room for a brain of significant size. Orcs also have poor hearing as a result, which often leads to misunderstood commands in the frenzy of battle, a chronic inability to avoid stampedes or avalanches, and a high volume of unintentional insults.”*
Each territory within HG is occupied by its own powerful Orc leader. Be prepared for some brute force battles!
## Points of Interest
Hanggore has 3 major areas of activity. The Lowlands, the Midlands and the Highlands. There're also some hunting grounds around these major areas.
**The Lowlands**
Starts at the lakeside ramp and contains:
- The Ice-Canyon: This canyon is inhabited by the North Tusk Scouts, Hunters & Boars and different kinds of wildlife animals.
- The Ice-Caves: The 3 ice caves in this region are densely populated and serve as hubs for the local Orcs and the chief hunter Ognose.
**The Midlands**
Begins also by the lake but follows the upper ramp:
- The Ice-Serpent Trail: This is the serpent-like main road up to the Highlands. This region is mostly used by the population of the Lowlands and all kinds of wildlife.
- The Ice-Griffin Mesa: Is the hideout of the rare species of the Ice-Griffins. This mesa is also the home of the snow-covered spiders and is an abundant place of all kinds of resources.
- Uzheads Domain: Close to the first Orc bonfire at the Ice-Serpent Trail is a cave which relates to the Lowlands. This cave is also the domain of the chief of the North Tusk Drudges. He is known as Uzhead the Rife.
**The Highlands**
Is the main hub of all types of the North Tusk Orcs and the Ooshaava's:
- Bloody Rotfist's Arena: Blood, snow and rotting body parts are very common in this arena. It's ruled by the champ they all warship as Rotfist The Breaker.
- Warchief's Village: This village is a busy place for many Orcs. It's overseen by the Warchief Gallfang and his horde. Gallfang is highly respected for his mastermind of warefare.
- Seers sacrifice site: *"Ooshaavan priestesses are responsible for leading most ceremonies of worship to Ooshaava, though some supplications are led by seers and prophets. In both cases the stark violence of Orc life is apparent, as living sacrifices of animals and sometimes prisoners of war are conducted in times of desperation or special ceremony. Ash, bone and blood are the hallmarks of these rituals."* The main rite-master here is the Seer Zaruk the Sightweaver supported by his devoted priests. He is very well guarded, especially during the time of rituals.
- Crystalline Cave: This cave is a huge hub for the Imprisoned villager mine workers and is also the den for a mysterious ice-scaled creature.
- The Ooshaa’ruk Warhut:
*"Lording over each Orc tribe on the mortal side of the Boundary is a creature allegedly of semi-divine status, called the Kaa’ruks. This class of Orc is believed by the tribes to have descended from the matriarch (or patriarch) deity herself, on account of their exceptionally long lifespans, hulking size, unmatched strength in battle and uncertain origins. In the case of the North Tusk she is called The Ooshaa’ruk, a magnificently large and rotund creature of immense strength and ancient charm. Precious few Thronefastians have glimpsed her frame, but those who have speak of a being that seems almost unlike an Orc in appearance, surrounded by smoke and a selflessly devoted host.*
*"Much of North Tusk daily life has interposed the Ooshaa'ruk with The Goddess of the North herself, and the lines between mortal and immortal being may have been blurred as a result. Yet the source of power for The Ooshaa’ruk is as mysterious as the shaman judges, the Bloodsworn Covenant and much of their ancient history."*
**The Hunting Grounds**
The North Tusk Orcs claim the surrounding mountain mesas as their hunting grounds, especially those towards the north which are leading to the Roans.
## Quests & Factions
Begin with **[Thame Ashmane](https://shalazam.info/npcs/174-thame-ashmane)** quest line first at the northern gate in AVP. The first quest will unlock the option to buy some Tier 1 and 2 glyphs from him.
There’re also four other known npc’s in HG. The first one offers a quest with a nice glyph reward.
- [Aric's Spirit](https://shalazam.info/npcs/213-aric-s-spirit)
The other 3 npc's will probably also open up some quests one day.
- [Mun'sugg](https://shalazam.info/npcs/186-mun-sugg)
- [Ghale'dane the Minder](https://shalazam.info/npcs/178-ghale-dane-the-minder)
- [Astor Coldsail](https://shalazam.info/npcs/181)
| Faction-Standings you lose | Faction-Standings you gain | |
| --- | :----: | ----: |
| North Tusk Orcs | Demith Militia (Only for Drudges) |
| Bloodsworn Covernant | |
## Frigid Acclimation
**Resi Glyphs**
The frigid climate makes survival in HG very hard. Therefore, you need specific glyphs to counter the extreme climate there.
You can also check the **[Acclimation Guide](https://shalazam.info/guides/10-acclimation)** for more general information's.
**Debuffs**
Hanggore has two tiers of frigid acclimation zone. The first tier is "mild" and the second tier is "harsh". Each zone has its own debuffs. The following debuffs will appear one after the other when you enter these frigid zones with any **missing frigid environment resistances**:
- Tier 1 mild & 2 harsh zone: **Glacial Pace** - *"The cold making it more difficult to walk and run."*
- Tier 1 mild & 2 harsh zone: **Frostbite** - *"The cold is slowing your ability to swing your weapons."*
- Tier 2 harsh zone: **Hypotherma** - *"You're suffering from hypothermia, and pain wracks your body.*" This will do constant dmg.
- Tier 2 harsh zone: **Frozen Lungs** - *"Your lungs burn from the bitter cold and it's making it more challenging to recover endurance."*
They will disappear if no frigid environment resistances are missing.
**Resi Spots**
In the Highlands of Hanggore for example you can find a lot of **Bonfires**. While being close to those bone fires you'll receive a buff called:
- **Near a Fire**: *"You feel the comforting warmth of the fire."* Being close to those HG bonfires will give you a huge boost of **+30 frigid environmental resistance**. This makes all the frigid debuffs fade away if the base-resistance value is high enough.
**Resi Food**
Examples:
- [Bear Jerky](https://shalazam.info/items/304-bear-jerky) Craftable. +3 Frigid Environment Resistance
- [Crawler Stew](https://shalazam.info/items/572-crawler-stew) Drop only. +5 Frigid Environment Resistance
**Resi Gear drops**
Examples:
- [Ice Encased Scale](https://shalazam.info/items/198-ice-encased-scale) +10 Frigid Environment Resistance
- [Heavy Fur Cloak](https://shalazam.info/items/511-heavy-fur-cloak) +10 Frigid Environment Resistance
- [Goggham Amulet](https://shalazam.info/items/195-goggham-amulet) +5 Frigid Environment Resistance
- [Ever Frozen Skull](https://shalazam.info/items/227-ever-frozen-skull) +10 Frigid Environment Resistance
## Encounters & Strats
At the current state all the North Tusk Orcs have the general Trait: "Coldblooded: Cold resistance increased. The difficulty of this open dungeon varies.
- Make sure to check alway the other traits before pulling multiple enemies! Some can be mezz immune, some can cast much faster. Don't underestimate the traits of your enemies.
- The open space in the Lowlands and Midlands is a good start to get used to the main combat skills of the Orcs and the different types of wildlife. The caves are more densely populated and result in bigger pulls and need some CC or splits.
The Lowlands & the Midlands trashmob levels are 25-28. A great area to gather resources and level up from level 22+.
- The real challenge starts in the Highlands. It's very densely populated, not much space to maneuver around and the Boars and Orcs are very social. Be very careful in the village area or you'll be overrun by a horde of Orcs!
The Highlands starts at the 2nd Orc bonfire. Trashmob levels are 25-31. This whole area is a good and challenging place to level up from level 25+
- Around the main HG areas are the Hunting Grounds. These areas are not populated yet. You can use them to get close to those areas you want to go in Hanggore.
The following summary includes all types of enemies in HG. All Orcs are at the moment group mobs and all wildlife normal mobs.
- **Hibernal Ratta**
- **Friged Feeder**
- **Iceclaw Bear**
- **Snowpaw Howler**
- **Snow-cloaked Crawler**: They stun and use a DoT.
- **Iceclad Webling**: Spawns only in caves. Roots & has a 20sec Crystallized Binding: Attack Speed debuff.
- **Frostcoil Serpent**: They spawn only in caves and hit very hard.
- **Ice Talon Griffin**: This single level 30 griffin spawns only at the Ice-Mesa.
- **North Task Boar**: They can charge and stun if they're pulled from a long distance.
- **North Tusk Drudge**
- **North Tusk lookout**: Like the Drudge.
- **North Task Scout**:
- Uses caltrops to slow down all nearby players.
- Casts right after that: **Scavenged Explosive** on a player, which results in a massive AoE damage. Interrupt it! If someone gets it, move all away from the area and the player where the explosive is placed.
- **North Task Hunter**:
- Casts **Relentless Pursued** on a random player and marks them with "Marked Prey: Incoming Damage increased. Being pursued relentlessly." The tank has to taunt the hunter away fromt the player. Otherwise keep moving away from the hunter or he will destroy you.
- Hunters also cast "Hunters Call" which can break mezzes of nearby mobs! This will call all nearby enemies to aid the hunter! Keep the hunters at distance to mezzed enemies!
- **North Tusk Raider**: Same as Hunters!
- **North Tusk boar handler**: Same as Hunters!
- **North Tusk Saboteur**: Same as Scout!
- **North Task Bone-Breaker**:
- Hits like a truck, has a nasty bleed.
- Debuff: "Fractured Tibia: Movement Speed reduced"
- Debuff: "Fractured Radius: Outgoing Physical damage reduced by 20%."
- Quick cast after 50%: "Horn of Warfare" which is an AoE fear.
- **North Task Primalist**:
- Heavy "Glacial Freeze" cold dmg DoT.
- Interrupt **White Wind** which is a strong HoT.
- You can also interrupt "Ancestral Fire: Increased incoming healing. Reduced incoming damage." This creates a blue cloud AoE buff. If you don't interrupted it, move the Orc to a different spot.
- Heals all nearby mobs.
- **North Tusk Seer**: Same as the Primalists!
- **North Tusk Slaver**: Only inside the Crystalline Cave. Same as Hunters.
- **North Tusk Cave Watcher**: At the Crystalline Cave entrance and inside. Same as Drudges.
- **Imprisoned villager**: Imprisoned non KoS workers in the Crystalline Caves.
- **Ooshaavan Bloodsworn**: Only 9 at and in the Warhut.
- Be carefull as a puller, they have a long range stun and they charge random players and other things :)
- Stay at all time behind them. Interrupt or avoid **Flurry** as a tank! Its a frontal cone AoE damage, same as in HC "Ravage".
- **Ooshaavan Priest**: Only 2 or 3(ph) in the Warhut. Same as Seers.
- **[GOGGHAM](https://shalazam.info/monsters/54-goggham)**: Can spawn at two different locations.
- **[OGNOSE THE DERANGED](https://shalazam.info/monsters/60-ognose-the-deranged)**: Can spawn at three different cave locations.
- Same as Hunters.
- **[UZHEAD THE RIFE](https://shalazam.info/monsters/56-uzhead-the-rife)**
- Same as Drudges.
- **[ROTFIST THE BREAKER](https://shalazam.info/monsters/59-rotfist-the-breaker)**:
- Channels: Rotfist
- **[WARCHIEF GALLFANG](https://shalazam.info/monsters/64-warchief-gallfang)**:
- Same as Scouts!
- He uses caltrops to slow all melee players.
- Spread the group out while he is casting: "Explosive Volley". 3 sec later a random player will receive dmg!
- If this player is close to other players all will receive "Telegraph: Scavenged Explosive." which will result in an instant death or even a wipe.
- **[ZARUK THE SIGHTWEAVER](https://shalazam.info/monsters/58-zaruk-the-sightweaver)**:
- Same as Seers!
- Don't stay in front of him while he performs his "Baleful Touch"cast.
- WIP
- **[CRYSTALLINE WYVERN](https://shalazam.info/monsters/57-crystalline-wyvern)**:
- Tail Swipe - Position at the back legs
- Almighty Roar Stuns - Interrupt?
- Frostifor Lightning: Multiple players Shock dmg. Interrupt?
- Rip & Tear (Heavy single target dmg)
- Frostifor Bolt
- WIP
- **_[THE OOSHAA'RUK](https://shalazam.info/monsters/55-the-ooshaa-ruk)_**:
- Groupwide climate resistance debuff by 40.
- Frostifor Lightning: Multiple players shock dmg.
- Vow of the Oosha: Damage stop while this long super selfheal cast, followed by a Knock-back + slow.
- WIP
## Table of Traits
- **Frenzied**: Greatly increased attack speed. Slowing effects will combat this bonus.
- **Armored**: Heightened armor class. Reducing Armor class combats this bonus.
- **Iron-Willed**: Immune to most crowd control effects.
- **Resistant**: All resistances increased. Lowering Resistances combats this bonus.
- **Spell Nullifier**: Spell Avoidance chance increased dramatically. Reducing Magickal Defence helps combat this bonus.
- **Acrobatic**: Avoidance chance increaded dramatically. Immune to root effects. Reducing Physical Defense helps combat this bonus.
- **Spell Slinger**: Greatly increased Cast Speed. Slowing effects will combat this bonus.
## Loot & Treasure Chests
[Here](https://shalazam.info/dungeons/8-hanggore) you can find an overview of all discovered loot in HG. As soon as the realm of Terminus expands the loot will be more spread. Feel free to add or update anything you've found ingame that is not in the database or doesn't correspond with the listed information's! TY!
You'll find all over HG a few Treasure Chests with random loot. Check the green dots on the [Interactive Map](https://shalazam.info/maps/1) HG area.
## Resources
Overland resources:
- Small, Large & Huge **[Padrium](https://shalazam.info/items/366-chunk-of-padrium-ore)** Ore Deposit
- Small, Large & Huge Patch of Wild Herbs (**[Fireroot](https://shalazam.info/items/303-fireroot)**)
- Small, Large & Huge Patch of Snow Lily (**[Snow Lily Petals](https://shalazam.info/items/302-snow-lily-petals)**)
- Small, Large & Huge Frostberry Bush (**[Frostberries](https://shalazam.info/items/301-frostberries)**)
- **[Spider Silk](https://shalazam.info/items/512-spider-silk)**
- **[Boar Blood](https://shalazam.info/items/316-boar-blood)**, **[Orc Blood](https://shalazam.info/items/318-orc-blood)**
- **[Falcon Faether](https://shalazam.info/items/718-falcon-feather)**
Caves resources:
- Small, Large & Huge **[Slytherin Crystals](https://shalazam.info/items/548-chunk-of-slytheril-ore)**
- Small, Large & Huge **[Glittering Slytheril Crystals](https://shalazam.info/items/547-chunk-of-glittering-slytheril-ore)**
- **[Spider Silk](https://shalazam.info/items/512-spider-silk)**
## Changelog
Please be aware the game is still in pre-release state and changes can occur anytime. So, nothing is set in stone yet! All further adjustments will be added here! Any constructive feedback, corrections and additions are also welcome!
- Most of the data is based on the pre-season 5 (Halnir Cave) build.
- September 3, 2024: Adjusted trash mob levels.
- September 14, 2024: Adjusted quests and some encounter informations.
- October 10, 2024: Started to adjust some of the Orcs abilities.
- TDL: Complete the missing named main abilities and descriptions.
## Credits & Sources
- All the quoted Orc lore is from the official "Pantheon: Rise of the Fallen May 2018 Newsletter".
![PH_Hanggore_Village](https://i.imgur.com/HMtFAZD.png)
## Brutal Humor?!
*"No account of the North Tusk of Hanggore would be complete without a reference to their unique, often injurious, appreciation of physical humor.*
*An old Orc prank starts by getting a comrade soust until passing out, or dropping large, flat scree stones on their head to knock them out cold. When finally unconscious, the remaining Orcs will coat the face of their vulnerable brother in the honey-like secretions of a highly venomous local insect. When the insect comes to feed on the honey and plant their eggs in the face sleeping Orc, he will be awakened suddenly — not by the eviscerating mandibles of the insect, but the raucous laughter of his peers. If he survives the scores of bites and skin-swelling venom, he will eventually join in the laughter as well.*
*Other pastimes include a testing of personal bone strength, Roan Grizzly fights, scar deepening, and a challenge that involves stealing the meat from a seer’s sacrifice to Ooshaava, which is punishable by death if caught."**
Hanggore
In-depth Dungeon Guide Level 22-32