Velketor's Labyrinth

Quick Facts


HOT ZONE
Type:
Indoor

Expansion:
Velious

Instanced:
No

Keyed:
No

Level Range:
45 - 65

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This is the home of the outcast Storm Giant Wizard, Velketor, and his minions. The icy, slippery catwalks which greet you upon entering are littered with crystal gargoyles and arachnids, some of which are invisible.

Past the catwalks is a small kobold village with a tunnel leading to the castle. Velketor's castle is guarded by numerous crystal gargoyles, golems, and tentactle terrors.

Velketor's throne room can be found in the basement, along with a prison with numerous Coldain captives. Beneath the castle is a twisting maze of kobolds, arachnids, spectres, tentacles, and traps.
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Velketor's LabyrinthKobold VillageThe Frozen GardenWatch Your Step!Approaching the Kobold VillageShard Traps in the TunnelsLord DoljonijiarnimorinarKobold TunnelsInside the CastleVelketor's Throne RoomOutside the Castle EntranceJail Guardians
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Frosty Gargoyle Watcher
# Jul 01 2011 at 6:08 PM Rating: Decent
Scholar
41 posts
saw this fella there today (7/1/11) didn't see him on the list. grey to lvl 80, red to lvl 46. Dropped 2 sets of Frosted Sleeves of Miracles
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Erolisi Marr
getting around in here
# Jul 29 2010 at 9:02 AM Rating: Decent
First you have to WALK in the zone because of the ice on the floor. second get your maps if you dont have them!
DIRECTIONS ???
# Feb 11 2008 at 11:30 PM Rating: Decent
It WOULD be nice if someone would post directions/strategy on HOW to get
around this place, (right from the entrance). I have climbed, slid, fell
so many times, it makes my head spin, lol.
The floor you zone in to, has no where to go, except up the slippery
catwalks. I got up to a point where one could view some mobs through some
kind of clear wall, but like any other wall, couldn't go through it and
couldn't find any more "UP" ramos to go anywhere. Just a bunch of green
spiders around. (I am 65).
I see mobs on the map, but everywhere I go leads to a dead end right from
zone-in.
Any help (for all of us) would be appreciated.
DIRECTIONS ???
# Mar 27 2008 at 6:34 PM Rating: Decent
once you get high enough where there is a cave that goes in the wall(I think one lvl below the invis wall you found.. go to the very back and you can walk through the wall. It's very slippery here so a word of caution. You can go 2 ways from here, down which leads to kobolds and Lord "Bob" or up and around, going through another dead end wall leading to more kobolds. Behind the kobold tents there's a tunnel that eventually leads to Velk(the area behind that invis wall you ran into). Hope this helps and not too late.
Velketor's Experiments
# Aug 21 2006 at 2:46 AM Rating: Decent
*
94 posts
Where is "Velketor's Experiments" located? Mob needed for 2.0 and I've tracked the whole zone and nada. Is there a PH?
Velketor's Experiment
# Mar 14 2007 at 9:53 AM Rating: Decent
**
319 posts
Finding Velketor's Experiment is not easy. The hardest part is making your way too Velketor's Throne Room, (which is way to hard for me to explain). There are two paths away from the throne room. One is to the zone line, and starts at a false wall in the throne room. This is the wrong way. The correct way is to stand just outside Velketor's room, and continue past it to a door which opens to a smallish room. In this room are six mobs. Two pairs are on the entrance level, and another pair is on a small porch above. I have knowledge of four or so pops of Velketor's Experiment. It is somehow tied to Velketor's spawn. My theory is that Velketor's Experiment spawns once per Velketor spawn. After Velketor spawns, kill in the room of six described above, and Velketor's Experiment will shortly spawn. From what I have seen, Velketor's Experiment will then not respawn until Velketor respawns. A druid friend and I killed in this room, and around the castle for days once, and the experiement never spawned. Velketor popped, and the experiment spawned on the next spawn cycle in the room of six. I have seen this pattern several times since. I am uncertain if Velketor's Experiment only spawns when Velketor is up, or if it can be spawned after Velketor is killed. It can be spawned before Velketor spawns, as once someone spawned and killed the experiment, and Velketor spawned an hour or two later. But I am certain that Velketor and Velktor's Experiment spawning are somehow linked.

As for a report of the experiment or the failed experiment spawning in the lower kobold caves, I doubt it. (There is even a picture of the experiement and a kobold together on the page for the experiment). I have killed a lot in the lower kobold caves, and there are spiders, koblods, cone things, and Lord Bob, but no golems or gargoyles down there. Velketor's Experiment is a golem type mob, and golems only spawn from golem ph's and a limited number of gargoyle ph sites. It is possible someone dragged it to the basement for some reason (there is a hard to find and water filled access tunnel from the garden next to the castle to the lower kobolds). Or maybe they dragged it to the upper kobolds camp. Kobolds never spawn in the castle area. Another possiblity is that the kobold is a pet.

From what I have seen in the room of six, a druid and DPS would be useful, but I have solo'd it with some difficulty as a ranger of level 70 and ? 500 AA's at the time. I don't know how hard the experiment hits for, but would expect it hits harder than the other golems do. See invis mobs are common in the castle area, as are two kinds of traps. There is always a trap at the door to the castle closest to the entrance tunnel. This trap breaks invis, and teleports you, sometimes into a pile of kos mobs. This trap has a reset time of about one minute or less. There are other traps which dispell buffs. Sometimes traps seem to move around or change their type, but the one at the door seems pretty constant.

My advice would be to take an exploratory trip at any time, find the room of six, and get an idea of how hard it is. Then wait for a server reset, or get lucky and find Velketor up. Then return with whatever help you need. You will be able to kill the guard outside of Velketor's room and not aggro Velketor.

Edited, Mar 14th 2007 2:11pm by Guyyug

Edited, Mar 14th 2007 2:16pm by Guyyug
The debuff
# May 29 2005 at 12:03 PM Rating: Decent
19 posts
I camp the lute of the howler for PP.
As mentioned below there is sometimes a debuff. It can be anywhere down the bottom with the kobolds. It seems to be a shimmering orb that casts it. Anyone know how to stop it once its started as it really pisses me off and makes camping and exping there a real pain.
The debuff
# Feb 07 2007 at 12:59 AM Rating: Decent
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298 posts
Only way to get rid of this trap is to have a rogue disarm it. Then that only lasts for 30 seconds or so and it respawns. So get used to either haveing no buffs or figting in the room out of it's trigger range.
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Mob
# Apr 25 2005 at 12:09 AM Rating: Decent
34 posts
saw a book laying on ground picked it up and it was "Quintessence of Elements" at loc 95, -61 in basement. went farther left of that and saw a mob not listed

"a terrible crystal shard" So I tried to solo it. Dark blue con to a lvl 70. Two mobs between me and him both light blue easy, medded a little, noticed he was in room all by himself. Was easy max hit 168 on necro

a terrible crystal shard Dropped 2

Ice Coated Shiel of Defence
MAGIC ITEM LORE ITEM NO TRADE
Slot: SECONDARY
AC: 35
STR: +5 STA: +15 INT +5 HP: +25 MANA: +25 Endurance : +25
SV MAGIC: +5
WT: 3.5 Size: MEDIUM
Class: WAR CLR PAL SHD DRU SHM NEC WIZ MAG ENC BER
Race: ALL
Slot 1, type 7: empty

PH seems to be a large crystal shard

Edited, Mon Apr 25 01:44:30 2005
AE Debuff no more??
# Dec 22 2004 at 6:40 PM Rating: Decent
Last night I came to Velk's to help a bard camp the Lute, and I have been to that camp before when helping another bard. My other time coming here our group was debuffed at two seperate points by AE room effects at certain spots along the way. Knowing this, i warned our group last night about upcoming debuffs, and there are even specially colored areas on my downloaded maps that are at the points I was debuffed on my first trip. However, at no point last night were we debuffed going to and from Khelkar's room, even camping in one of the rooms that was supposed to be casting AE debuff.
Certainly not complaining, but can anyone confirm whether they have / haven't been debuffed recently passing an area they previously would have been?
RE: AE Debuff no more??
# Mar 02 2005 at 8:14 AM Rating: Decent
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105 posts
Mage buddy, pets and I were victims of the debuff on 3/1/05

Dembonz Arattlin
66 Necromancer
Primordial Malice
Tunare
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Deericious on Drinal
RE: AE Debuff no more??
# Feb 22 2005 at 11:35 AM Rating: Decent
22 feb o5 got ae debuffed in room directly next to this mobs room while tryin to pull him

katrraisa faerieslayer
66 necro
tunare
A cryptic page?
# Nov 02 2004 at 11:00 AM Rating: Decent
Found a "Cryptic Page" as a ground spawn in the Kobald Village, first hut to the left from entrance. Lore, no-drop, magic item.
RE: A cryptic page?
# Nov 09 2004 at 11:00 AM Rating: Decent
22 posts
It's part of the new Enchanter Epic 1.5

Edited, Tue Nov 9 11:00:18 2004
RE: A cryptic page?
# Nov 14 2004 at 12:35 PM Rating: Decent
foudn another page like this behind the Queen spawn in Crystal cavern
New Mob & New Drop
# Jul 24 2004 at 12:08 PM Rating: Decent
Just Raid Lord blablabla last night...

we killed a Deadly specture twice in front of the Lord's room...

First time it droped a cloak like the guy downstairs said, and the bracelet...

And the second time we got two cloak drop out from the specture...

Can anyone give more detail about the cloak?

because i can't find anything from here... :(


Edited, Sat Jul 24 13:10:45 2004
New Spectre
# Dec 31 2003 at 1:38 AM Rating: Decent
22 posts
A Deathly (Something) Spectre

Found in front of Lord Bob's tunnel

Dropped 2 cloaks, called Icy Fur (something something)

14 ac 6 str 5agi 5 sta 25HP
15 svcold
2.5wt

Sorry I can't remember exact names :)

Edited, Wed Dec 31 01:39:57 2003
single pulls...
# Nov 25 2003 at 11:13 PM Rating: Default
Just wanted to say that at 58 I can single pull these. I took the top camp by myself for 3 hors atleast..

Goiod luck :)

Gofac 58 Shaman
Crimson dragons
A new spider
# Nov 25 2003 at 1:14 AM Rating: Decent
Hey guys saw a spider on track today for the first time named "a deadly blizzard hunter" talk to the guy that killed him and i think he was lieing to me cause he said it dropped nothin but like the fierce spider it conned dark blue.



Briaka RootnDotnFool
65 druid on Prexus
RE: A new spider
# Dec 24 2003 at 5:33 AM Rating: Default
what it drops you might as well concider it as nothing .. but for the sake of it .. you can call it a mini-named cause it does drop gear and not the standard stuff all the normal lower case mobs drop.. btw .. this one summons and is a bitz to get the agro off of you if u a caster .. hits for 300+ and is fast .. hard to slow without a tash first (at lvl 57)

but the gear it drops has nice saves (+10 all) except there is so much better out there now for 1/2 the trouble.
New Named at Back Wall
# Nov 06 2003 at 9:48 PM Rating: Good
Killed a spider i have never seen before today, he is also not listed on the bestiary...

--"a fierce blizzard hunter"--

He had quite a few HP's and hit for 200+, double attacks, and occasional bashes. Found him at the Back Wall Camp, aka straight to the back wall as you enter the large open room, he was on the right half in the corner.

He dropped 2 Velium Etched Helm and nothing else.

Velium Etched Helm
MAGIC ITEM LORE ITEM NO DROP
Slot: Head
AC: 22
Str: +5 Sta: +3 HP: +25
Wt:1.9 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race: All
Slot 1, type 7: Empty

RE: New Named at Back Wall
# Nov 08 2003 at 2:17 AM Rating: Decent
41 posts
Also drops:

http://www.magelo.com/eq_item_info.html?num=62312

Forgotten Ebony Earring

Slot: EAR
AC: 10
CHA 10, WIS 6, INT 6, HP 50, MANA 60
WT 0.4 SIZE: TINY
Class ALL, Race ALL
slot 1 type 7

When I killed it, dropped one earring and one helm.
RE: New Named at Back Wall
# Jun 30 2004 at 7:02 AM Rating: Decent
Hunted the back wall with a group and got the helm one day, 2 dropped btw. Hunted the back wall the next day and got the ear ring with the helm again. Lotted earing of course. The helm has no graphic. Good fast killing and not to much trouble for a lvl 58 cleric and 54 war.
Tracking
# Oct 05 2003 at 12:48 PM Rating: Decent
*
56 posts
Question on Tracking:
Does anyone know if Velketor himself can be tracked from the zone-in (by say, a Ranger) with high enough tracking skill?

Thanks much!

Edited, Sun Oct 5 13:46:39 2003
RE: Tracking
# Oct 07 2003 at 11:18 AM Rating: Decent
Yes, Velketor the Sorceror can be tracked from Zone-in by a ranger.
Grouping
# Jul 28 2003 at 12:21 AM Rating: Good
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75 posts
I was very fortunate in getting a group in Velks. I was sitting outside of Thurg when a level 60 Ranger asked if I wanted to do 2nd with him. Of course, who at level 43 would say no? I went, and got about half of a level for the day, don't know if thats good for 2nd.

I have been back to Velks since, and have seen many camps now, except for Upper and Lower Dogs. Most of the time I get into Floor or Upper Spiders though.


Niolen Silvertree
Druid of the 52nd season
Worshipper of Tunare
Player on Mithaniel Marr
My levitation buff was removed when I zoned in
# Jun 30 2003 at 11:27 AM Rating: Decent
I was with my 55 Druid, I had Spirit of Eagle on and when I zoned in it disappeared. I exited, cast it again, zoned in and it disappeared. When I exited, cast SOW, and then zoned back in, SOW stayed. Spirit of Eagle has levitation as one of its many buffs and I guess, sadly, levitation is not allowed in here?
RE: My levitation buff was removed when I zoned in
# Aug 15 2003 at 12:15 PM Rating: Decent
47 posts
No lev in velks, sorry.
Zoning
# Feb 04 2003 at 1:37 PM Rating: Default
Is Velks a one way zone in or can you zone out where you came in ? and does anyone know if there is a map to this zone
RE: Zoning
# Apr 15 2003 at 2:11 PM Rating: Decent
You can zone out the way you zone it. It's perfectly safe if nobody's training out, which isn't that common. Usually, it's mostly soloers and a small group or two owning the zone entrance.
RE: Zoning
# Feb 04 2003 at 6:53 PM Rating: Decent
Here's a map:
http://mmo.gameznet.com/eq/new/maps/velketorslabyrinth.shtml

Don't know how good it is yet. I'm typing this while my guild organizes to raid it!
level
# Feb 04 2003 at 6:21 AM Rating: Decent
What level could a necro get a group here?
Biggens
# Jan 18 2003 at 6:02 AM Rating: Default
There are alot of zones that have people farming up AA points. Velks is just a nice place to do it, with good flow of gems and items worth selling rights to loot, and Wraps make nice items to sell in the bazaar.
At 52 I can solo the spiders at the entrance to the zone.. after about the 3rd one, the first one re-spawns. Without being able to cast a SoW and still working on my AA for WalkingSpeed3, I don't dare go much further than that without a well balanced party. Best bet: a tank, mezzer, healer and a nuker works. Xtras and multiple groups (ie raids) work good too, that way the xps come from all around. Hope it helps.
Hunting the money men in Velks Lab
# Oct 22 2002 at 1:38 PM Rating: Excellent
Aloha and well met

This is one of the "money men" in Velks lab that can be hunted for his drops by your standard post 56 well balanced group.

Ensure your group contains a warrior (with defensive disc up), a mez class, and a post 56 cleric, with 3 other members (most often melee) to form the castle group. If your base crew is higher in level, you can get away with a few lower levels in your group. If your group is new to the hunt here, or is a tad shy on DPS, it would prove to your benifit to have a succor class in your group. Personally, I like my fav group of 60 Ranger(me!), cleric/torpor shammy, chanter/shammy/bard, warrior, rogue/second MA type, GG class/FD puller and you can clear nearly all of the spawns in castle camp (counting the underneath portion and the ones in the tower, prior to repop). With a lower level group, expect your lower DPS to clear a proportionantly smaller section of the castle.

I personally like to move my group through the tunnel infront of the Upper dog camp area, through the 2 garg and 4 garg pops, and then mve through the caslle mobs by going around the castle in a counter clock wise progression. There is a trab loacted near the end of the hall as you reach the first set sents in the back. Once you kil the first pair of sents, it is always a good idea to turn off all traps. This one is a particualarily nasty one, AOE 4 slot dispel :-(

There are two main types of mobs in the castle area: Gargs and Sents. Crystal and cystalline gargs have a small chance to respawn as Icy watchurs, or a tougher version of mr flappy wings. There is even a smaller chance that the garg will be one of the named varieties Til or Mej. Ensure that everyone is assisting to kill the most difficult mobs first (Order of killing: Named, Icy, crystal, and crystaline) The Sents have a similar progression: Crytaline and crystal sents are the easiest, followed by the crystal destroyers, and then the named Failed Experiment, Kerdlb, Bledrek. Use the same method of killing the highest mob first to give your group the best chance for survival.

All of the mobs to my memory can be shammy slowed, however the higher level ones Enrage at 20% health (turn on all frontal attacks as they are all riposted). The named sents FE and VE also rampage (the second tank for rampage damage is a good idea) None of the mobs are especially MR, but I don't see much chance of an AoE castle group forming up in the near future ...

In moving through the castle area, it is generally best to move as a group through the main floor and through the tower, following the puller as he selects pairs of mobs to kill. Having an FD puller will help as the higher versions of the mobs (CDs and Icy watchurs and all the named) have a good chance of resisting or being immune to your mez. On the off chance that you do not have an FD puller, be prepared to split tank up to 1 named and 1 CD at the same time. Once you have cleared the external main floor around the castle, have the tracker in your group confirm what is on track. Many groups find that killing the 10 mobs around the castle, and the 3 terrors in the castle lawn are about all they can handle, and return to the point where they started (the 2 sents by the AOE trap) and restart the 30 minute cycle again.

If you have a higher DPS, and want more, now is the time to move into the castle proper. Open the door and go down one level in the stairwell. Establish your camp at the base of the stairs and begin pulling that floor. Take heed though: The evil Velks the Sorcerer is just down the hall and through the door to the right. If he is on vacation at the moment, some people like to go down there and take a picture of themselves sitting in his throne. Behind his throne is a secret passage that will dump you off in the Safe Hall camp. Should you aggro VtS many people will run down this hall, VtS in tow, in a mad attempt to make it to zone. These attempts usually fail ... He also has two guardians, that if VtS is not up, can easily be killed for exp.

On a side note, the evil VtS conducts many experiments on the local dorfs and giants in the area (Killing VtS gives a nice little plus Tormax faction hit with no neg coldain or dragon hit. Thus it is theoretically possible to be Ally with all 3 of the Velious kings, but their underlings will still hold different opinions of you...) Well, on the side note, there are a half dozen dorf captives located in cells just around the corner. Sadly, I have not found a method to set them free, and hailing them will give you a wide variety of replies. /em shrugs as she is not wise enough to solve these quests if there even is one.

When I said camping for the money men, I am always pleased when we complete a trip through this area. The named sents drop a set of SK/War only droppable armour called Blood runed, which to this day, remains some of the best dropable and attainable armour that you can get for these classes, and is highly prized amoung "twinkers" and people who want to improve their own personal gear. Each item generally sells for 3-9k depending on the item dropped. All of the more difficult mobs (Icy Watchurs, CDs and named) all have a decent chance of dropping a BP Gem for the velious quest armours. Some of the named drop some nice pre-epic type weapons that are no drop. Plan ahead for these drops by reffering to the equipment drop list.

As I ding level 61, I find that my favorite camp, Uper dogs, is begining to give diminishing returns, and my friends the kobalbs are starting to turn light blue :-( This camp, although it does require higher levels to do, much like a CT or SSRA group, will continue to provide solid exp gains. On my server, Velks Lab continues to be the place where a small guild ranger can still pretty readily find a group or solo for exp, where as CT is a "come with your own group" or SSRA is a "come with your own guild" affair.

I hope this short post helps you and yours a bit as you hunt this fine zone.
RE: Hunting the money men in Velks Lab
# Jun 03 2004 at 1:10 PM Rating: Decent
Where exactly do you turn off these traps? I have found no switches to do so.
Sword of Pain
# Oct 12 2002 at 3:16 PM Rating: Decent
Heh- Anyone know where the Sword of Pain drops? Heard its random, then someone told me he thought it dropped in the gnoll camp "random". but hell even if thats true i dont know my way around in there, couldnt find it anyway lol...
RE: Sword of Pain
# Oct 12 2002 at 5:06 PM Rating: Decent
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1,088 posts
It only drops off Gregendek Icepaw, who is an uncommon spawn (with a PH) in the lower kobold camp.

http://eqbeastiary.allakhazam.com/search.shtml?id=6376

Edited, Sat Oct 12 17:49:26 2002
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disarming traps in pit
# Sep 29 2002 at 12:37 PM Rating: Decent
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627 posts
the first trap at the drop in is no problem but there's another one down there that dispels and I can't figure out where to disarm it (sense trap hasn't detected anything yet). Any ideas?
quest item?
# Aug 14 2002 at 4:55 AM Rating: Decent
crystal dragon eye dropped today off a sorcerer dog? any ideas what quest it is for or leads?
its magic lore and no drop looks like a green emerald

thanks in advance
RE: quest item?
# Dec 18 2002 at 7:26 AM Rating: Decent
New Cov QUest in SKyshrine.

http://www.eqtraders.com/quests/skyshrine_draconic_artifacts.htm
RE: quest item?
# Dec 18 2002 at 7:23 AM Rating: Decent
New Quests in Skyshrine

http://www.eqtraders.com/quests/skyshrine_draconic_artifacts.htm
Velks
# Jul 02 2002 at 10:02 AM Rating: Default
I had a bad time there yesterday, I lost random on SC wristband, CC gaunts, silve chitin handwraps, CC boots, and CC leggigns. Not fair=( Oh well, I will try again today;)
What lvl?
# Jun 19 2002 at 10:48 PM Rating: Default
What lvl can a warrior come here and get into groups fairly easy ( BTW im Human if it matters) I also wanted to know what lvl can i be a MT here and be sucsesful?


thx
RE: What lvl?
# Jun 24 2002 at 11:39 AM Rating: Default
Actually, I was able to get two groups here last night at 45 (I'm a warrior as well). None of these were done by LFG shouts though, I sent group leaders tell and got let in. Generally people dont come here till 50 though. I did survive MT'ing for a few mins.
RE: What lvl?
# Jun 20 2002 at 3:57 PM Rating: Decent
I'm lvl 50 and i can get a group rather easy just bit hard if i'm the MT.
RE: What lvl?
# Sep 11 2002 at 1:31 PM Rating: Decent
hmm, i have onyl been there once, as I showed up at lvl 51, and got laughed out of the zone....maybe it was just the crowd at the time...i was frightened to think that blue con mobs could "laugh" at me at 51....

i shall return tho and soon =)

RE: What lvl?
# Nov 06 2002 at 2:53 AM Rating: Decent
I was actually just there today at 42, dinged 43. We were just on the bottom floor pulling spiders. Two under 50, the others high 50s. I'm not sure how good this zone is at my level though, I don't do very much damage (mage pet and warrior were doing like 90%) so I didn't even get 1% exp per kill. All depends on your group, the amount of people there and what you are fighting I suppose.
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