Stonehenge in general
Stonehenge can be accessed at level 15 from Templar Base.
The level of monsters and items in this area scales with your level. If you are in a party the monster level is determined by the player who enters the instance first, if the character level difference isn't greater than 5. If so, the monsters on that level will scale up to the higher level player the moment he enters it either from the entrance or via portals.
Stonehenge contains 3 instances which further branch out, these instances are: Wake Hollow, The Wild, and Moloch's Step.
In addition to the Unique helmets only dropped by Moloch, all Stonehenge instances and their respective sub-levels offer unique helmet types for each faction. These being Dire Cowls (Cabalist), Navshells (Hunter), and Spiked Guards (Templar)
This area contains four sub-levels, each of which contains a boss whose head is needed to access Moloch's Step. These heads are obtained by sacrificing essences before entering a specific sub-level.
The sub-levels are:
This area contains spectral type monsters.
In order to gain the head of the area boss you need to sacrifice 5 Spectral Essences before entering the area.
Once in Shadow Pass, the player must find the areas sub-level called Torment. This level contains the area boss, The Nicor.
This area contains beast type monsters.
In order to gain the head of the area boss 5 Beast Essences must be sacrificed before entering.
Once in Blood Walk, the player must find the areas sub-level called The Maw. This level contains the area boss, Ash.
This area contains demon type monsters along with a few beast type monsters.
In order to gain the head of the area boss 5 Demon Essences must be sacrificed prior to entering.
Once in Harrow Deep, the player must find the areas sub-level called Hell's Heart. This level contains the area boss, Errgoth.
This area contains necro type monsters along with a few spectral type monsters.
In order to gain the head of the area boss 5 Necro Essences must be sacrificed prior to entering.
Once in Skull Step, the player must find the areas sub-level called Lair of the Damned. This level contains the area boss, Oriax.
The Wild is a high difficulty instance, designed for party play. It has 2 sub-levels, The Foreboding Wild, and The Deepest Wild.
The area boss, The Dessicator, commonly reffered to as Dessi, can spawn in The Deepest Wild with a 25% spawn chance.
To access Moloch's Step, one of each heads of the 4 Wake Hollow bosses must be sacrificed.
Moloch's Step contains two sub-levels, The Necro Fall and Master's Court. Moloch, the final boss of the area, resides in the Master's Court.
If you are in a party, it is only necessary for one of the party members to pay the heads, however, if the party member who paid isn't present at the moment when Moloch dies, he will drop nothing. You won't need to repay the heads when this happens, but you need to reset the instance in order to fight Moloch again.
Monster type: Spectral (Lost Soul)
Location:Torment, sub-level of Shadow Pass.
Unique abilities: A nova that leaves a high damage spectral field for a few seconds.
Drops:The Head of The Nicor
Monster type: Demon (Burning Fiend)
Location: The Maw, sub-level of Blood Walk
Unique abilities: A fireball that has greater velocity and damage than regular Burning Fiend's. His fire breath attack also last longer and does more damage than it's regular counterpart.
Drops: The Head of Ash
Monster type: Demon (Shulgoth)
Location: Hell's Heart, sub-level of Harrow Deep
Unique abilities: His breath attack is replaced with a few heat seeking spectral bolts. Occasionally spawns 2 Riftwarrior Enforcers.
Drops: The Head of Errgoth
Monster type: Necro (Zombie summoner)
Location: Lair of the damned, sub-level of Skull Step.
Unique abilities: Summons Bruisers instead of regular zombies.
Drops: The Head of Oriax
Monster type: Necro Lord (Hellmeat)
Location: Deepest Wild (With 25% spawn chance)
-Petrification: You are unable to move or use any abilities. You are invulnerable during this debuff and you cannot be targeted by monsters. Range: 20m.
-Summons Mummies (Grave Lurker)
-Extremely high rate of regenerating ability.
Monster type: Demon Lord
Location: Master's Court, sub-level of Moloch's Step.
-Shoots advanced fireballs, the same ones Ash does. (He can shoot multiple fireballs stacked in each other making this one of his deadliest attacks.)
-Hellfire, wich results in a fire field that does more damage and lasts much longer than regular Hellfire used by Shadow Husks.
-Summon Fiend Priests (2 with each cast), which will heal Moloch.
-Tail swipe when the player is in melee range which has a high chance of stunning.
-Smash attack, very high stun chance, leaves a physical damage field with very high damage.
-When you, or a party member dies the boss will regain ~25% of his total health.