Gulf of Gunthak

Quick Facts

Type:
Outdoor

Expansion:
Ykesha

Instanced:
No

Keyed:
No

Level Range:
35 - 50

Send a correction
GULF OF GUNTHAK: This port is the gateway to the lair of the Broken Skull Clan. It serves as the home for the newly recruited clan members and temporary housing for anyone that the clan trusts just enough not to kill outright.

Anyone wishing to learn about this fierce group of Trolls should start here and, if they are lucky, find the passages into the deeper parts of Broken Skull Rock.
-----------------------
Welcome to Broken Skull RockSunken ShipDrogmor CavesThe LighthouseOminous BeingsBroken Skull HutNadoxShipwrecked
Post Comment
Waves of Undead
# Sep 19 2003 at 9:46 AM Rating: Decent
The waves of undead are part of the Cracked Finger Bone quest for a charm.

Saibow
Seventh Hammer
#REDACTED, Posted: Sep 05 2003 at 12:11 PM, Rating: Sub-Default, (Expand Post) just wondering how i get to this zone? its through BB on the boat all the way to the south?? also im a level 35 bard could i solo here or would i have to get a group? and is it populated all the time or is it pretty empty?
Blood Thirsty zombies and more!!
# Aug 18 2003 at 10:44 PM Rating: Decent
Oki I have posted this under the bloodthirsty mob section, redoign here in hopes to get some trigger info.

two nights in a row (yesterday and tonight) roughly same time frame (between 745pm and 845pm central time) a text message comes across chat window. This isnt exact but is similar:

" a cool wind blows across the graveyard "

yesterday after that message the 12 - 14 blood thirsty zombies spawned, 3x times exp per kill, which is 3/4 a blue bub for my 46 warrior!!
We killed them all easy.

Tonight same message came across, but completly different scenario. All across the middle of beach, close to 40 spawn, yes, 40 spawn, were reanimated zombie's and Skeletal Knights. Single
pull kills to 46 warrior. I was in group with Necro 41 and my 41 troll shammy(2 box) we killed 16 of these combined and it was 3/4 a blue a kill for warrior at 46, all dark blue con, formidable. Was very exciting, my troll went from roughly zero exp in level to 2.5 yellows, warrior close, no exp in level up to 2 yellows.

so It appears the message is the warning. It seems to be random, there was only 4 people in zone, me and my troll, and two necros and the necros were jsut normal pulling, till one joined me for juicy killling.

anyone have any more info please post, Im coming back at same time frame tomorrow night to see if it happens again.

Note: mobs will despawn after certain amount of time, but seemed like at least 40 minutes they were up standing there for the picking.

Later
Grim
RE: Blood Thirsty zombies and more!!
# Sep 03 2003 at 2:12 PM Rating: Decent
My friend and I were killing nifiliks on Sunday Aug. 31 around 8pm so I could get my pieces for the 44 ranger spell Swarm of Pain. We were against the Eastern wall of the graveyard of ships in Gunthak. All of a sudden an emote came up that said, "A stiff wind blows across the graveyard of ships." At the same time 3 separate groups of mobs popped that we could see. They were skeletal warriors, skeletal knights, and reanimated troll soldiers. We were killing everything so we decided to give them a try. They conned dark blue to my ranger at 43. They gave great exp. Each kill yielded around 1 blue for my ranger who was grouped with a 47 shadowknight and 46 shaman. We didn't realize they were giving such great exp until we were taking out the second group. We were working on the third group when they depopped. I'm not sure if there were any more groups up at other parts of the zone. The only quest I remember that people were trying to do was the beastlord quest involving the injured wolf, because someone asked if it was up on track. My friend and I went back on Monday September 1 around 730pm to see if it would happen again. We stayed until 820pm or so and nothing ever happened. Someone said they saw the emote around the time they killed some mob named "Rite Master Kvimimn" who spawns near the injured wolf in the marauder/pillager fort. I would like to see this mystery solved.

Glynfariel 45 Ranger
RE: Blood Thirsty zombies and more!!
# Sep 06 2003 at 2:41 PM Rating: Decent
I have been searching for the explination for the Skeletal Warriors and Knights for a couple of months. However no one has known what I was talking about until now.

The shipwrecked hatestorm sailor stopped responding to I will Help, and someone had speculated that was the trigger to spawn them. Maybe something has changed recently and it has been put back in?

Please post here if you solve the riddle. The exp was unbelievable for a lvl 39, when I saw it happen.
help with spawns
# Aug 07 2003 at 1:45 AM Rating: Decent
i would like to know holkan the dreaded, oracle pagrossa, magus evana bavomon, kallil brokenskull, simata the cursed dreadmaster jrup or the loc of any if possible thank you in advance for any help
solo
# Jul 17 2003 at 8:44 AM Rating: Decent
Where is a good area for a Chanter to charm solo. I went to gunthak couldn't see a thing got scared and left. But I love to charm kite if someone knows a good area for this the help would be greatly appreaciated.
Appropriate Level for Beach?
# Jun 25 2003 at 3:51 PM Rating: Default
***
1,262 posts
My 33 bard is looking for a place to hunt in a group. Is the beach a good idea or should I wait a couple of levels? Gear is not too shabby but not uber, either.

Edited, Wed Jun 25 16:09:48 2003
Great Duo Spot
# Jun 20 2003 at 10:52 AM Rating: Good
I came here with a druid friend at 37 (we both were 37). Im now 43 and the exp is still good. My spot is near the right beach. If you go past the wrecked boat along the wall, the wall takes a right hand turn an opens up to an area with 11+ mobs that you can single pull. BTW this is a save spot to med.

Start with the one behind you by the wrecked boat. Move to the one closest in front, then the one by the rocks to your right (all facing toward the tunnel with your back to the wall). This leaves the three undead mobs in the broken half boat on your left and 3 regular mobs in the broken half boat in front of you and the 2 undead mobs inbetween.

Trying to pull the center or left most regular mob will always get two. Have the druid harmony and pull the middle regular mob. The take an undead from the left boat, then regular, then undead etc until they are all gone. They take the two undead mobs in the middle. By this time the first mob has respawned and it is a continual kill fest. At higher levels you can add additional mobs. Most important (and why you need the druid) is the damage sheild. The other spell you will need is lesser succor as people will pull trains your way occasionally. The trains will not bother you on their way out, it is on the way back that they can be a problem.

Enjoy,

Eenee Meenee
43 Shadowknight
On grouping...
# Jun 19 2003 at 12:55 PM Rating: Excellent
This zone is quite possibly the greatest source of experience from levesl 35-45. Rewarding groups with almost orgasmically good amounts of experience from every pull (I did this area BEFORE the recent adjustment in group exp and I was getting as much then as I do now from other, lesser groups).

It is suggested (by me) that one is accompanied by a full group of companions. A well rounded group consisting of a Warrior, Cleric, Druid, Wizard, Monk, and Beastlord were more than successful in devastating pulls of up to 5 mobs at a time. For those of you that prefer soloing and that can kite, this is (was?) some of the greatest kiting experience I got from 38-41 or so. If you're up for kiting in timmy deep, that's fine with me, but I prefer the closeness of the zone and abundancy of necessities (bank, shop, quests).

The most effective place to hunt for soloers is best known as "left beach", named simply because it is the far left side of the beach as you approach it. It's where Mokon Brokenskull spawns, a named which drops a charm and a proccing bow. You can snare 4 mobs quite easily without adds and kite more than effectively without anybody or anything in the way. The spawns on that side of the beach are approximately 15-20 minutes (pretty sure) and thats just about the right time for a kite or two and then time to med. Given that there are about 16 spawns in that area you can pull 4 times before you have to worry about adds.

For groups, the greatest pulling point is best described as "back wall", that being the area directly opposite the water front. There is a large semi-circle section of open space where you can pull mobs from all directions and not have to worry about as much down time as the beach area. Pulling 5 or even (god forbid) 8 mobs at a time is quite managable with a good group. Crowd control is a must however and it is highly recommended that you bring a druid or an enchanter along for the ride (druid thorns and snares are almost required if you don't have an enchanter to mez as the live mobs will usually run). The tunnels also give quite a bit of diversity to the mix by allowing a linear transition with non-stop spawns and finishing off with (if you like) the finger bone quest.

If you proceed through the tunnel in a certain fashion you will happen upon a Spiritmaster and he will ask you for four cracked, pristine, or (I forget the last type) finger bones in which to summon up the dead. If you give him the 4 finger bones he will conjure up several waves of quite hideous monsters for you to defeat. Be fully prepared for them because every member of the group WILL be aggroed by these mobs and they are quite difficult to shake. This quest is not suggested until you are well into your 40's. Having never beaten the quest (our group got owned twice) I'm not sure of the rewards. It is however well worth it for the experience if you can survive (corpse retrieval in there is quite a ***** unless you have an inviser). You can also reach Nadox and Dulak from there.

I'm done, you can stop rubbing your ears now to stop the bleeding. You may continue if you wish the breeding of fiery maggots to commence within your frontal lobe.

Edited one of my many old, tedious posts for grammar and paragraphs.

Edited, Wed May 31 12:36:31 2006
RE: On grouping...
# Feb 08 2004 at 9:38 AM Rating: Decent
if you are pulling 5 - 8 mobs, that's not pulling, it's training, hehe
New Undead mobs on beach? $$$ xp
# Jun 17 2003 at 12:05 PM Rating: Decent
Myself (43 Enchanter at the time) and a 43 Warrior were hunting on the beach to help get a cleric their female erudite spirit to pop. Shortly after hunting, several mobs had popped: Bloodthirsty troll revenants (male), bloodthirsty troll <forget the name for female>. We killed all the female ones, then the male ones popped in their place. Regular mobs spawned after these killed.

All mobs con'd dark blue, but when the slaughter began, the two of us noticed we were receiving OVER A BLUE BUBBLE OF XP PER KILL. Same toughness as any other mob on the beach, but by far at least 10x the xp than any other mob on the beach. Both of us quickly dinged (I had 2 yellow to go when I started killing these, and know for sure I had 1 blue + 3 ticks to go to level, and one kill dinged me + half a blue into 44).

I just have to know, anyone have any idea what triggered these spawns? Some event, result of turnin or quest completion? I guarantee its something worth knowing, because the experience per kill was unreal.

Edited, Tue Jun 17 14:36:52 2003
Solo?
# Jun 15 2003 at 11:47 AM Rating: Default
would a 35 necro be able to solo undead here?
thanks for the help
RE: Solo?
# Jul 12 2003 at 10:34 PM Rating: Decent
ya ez
RE: Solo?
# Oct 12 2003 at 7:20 AM Rating: Decent
****
4,520 posts
ohhhhh yes, with my experience on the beach from about 32-36 it was some of the easiest exp i ever got. when i first got there i was a little cautious and only took on scorps/humans which were db or so to me. but around lvl 33-34 i got a little more risky adn started taking on yellow and red zombies. all you have to do is kite the hell out of them with your dots and pet bashin away at em. it gets even easier as you get root and just sit and rot em away. took me a couple days to lvl (wouldve been shorter if i played more) but it was a fun experience. in addition it is very easy to get groups up in here. just ask a few friends or guildies if they want to come, and if you get a full group(or at least a group with the basics[tank,caster,mezzer or so])than you can own all the way up to the port area. we were able to go easlily with 2 necros, enchanter, palladin. all were around 35 with the exeption of the pally which was 41.great exp and loot and GREAT fun.
Cracked Finger Bones
# Jun 08 2003 at 9:48 AM Rating: Default
Anyone know what these are for? Drop off various mobs on the beach. I have a stack of 20, and no idea what to do with them.
RE: Cracked Finger Bones
# Jun 10 2003 at 12:50 PM Rating: Default
They're for the "Finger Bones" quest posted on the quests page for Gunthak
The Fence
# May 17 2003 at 11:59 PM Rating: Default
There is a large impassable fence in this zone.

I suspect there will be an added zone to Gulf of Gunthak soon, or perhaps the lost dungeons expansion.

Anyone have any thoughts?

Edited, Sun May 18 00:21:04 2003
The Low Down on the GoG
# Apr 18 2003 at 3:47 PM Rating: Default
One small detail that may help. When you reach the beach you want to hug the cliff wall on the right side of the beach as you face the beach. That will bring you to the cavern entrance. Inside the cavern be prepared for a gauntlet. I was agroed and chased by diseased drogmars (even though I was camo'ed) and several other Mobs
RE: The Low Down on the GoG
# May 17 2003 at 11:33 PM Rating: Decent
Your camo must have dropped. I run thru the tunnels frequently, nothing in there see's thru invis
RE: The Low Down on the GoG
# May 03 2003 at 8:46 PM Rating: Decent
*
180 posts
I find it hard to believe that Camo didn't work for you. Invisibility works fine for my 42nd level SK while running through the tunnel to Dulak's. I'm thinking that an undead mob of some sort saw you and aggro'd on you. Camo (or invis), of course, doesn't work on undead mobs, but I'm sure you know that.
Doors on the Pirate Ship
# Apr 10 2003 at 8:53 AM Rating: Decent
Hi...I got a druid friend of mine to port me to Stonebrunt last night(hoping to buy a Drogmor mount), and made my way to the pirate ship...no matter what I did, I couldn't get the doors to open =(

Is there some secret to it? Am I missing something?
RE: Doors on the Pirate Ship
# Jun 03 2003 at 7:23 PM Rating: Default
*
165 posts
Well, you do have to own LoY, and have it installed in the SAME sirectory as all the rest of your EQ files, and put in your CD key, and then you can click on the doors and zone into Gulf of Gunthak
RE: Doors on the Pirate Ship
# May 06 2003 at 12:34 PM Rating: Decent
**
346 posts
The doors you need to click on are to the left of the "cabin" as you face the front of the ship.

RE: Doors on the Pirate Ship
# Jul 12 2003 at 10:46 PM Rating: Default
Ooo a BB playa send a telll 2 Mafiosso
RE: Doors on the Pirate Ship
# Apr 10 2003 at 7:32 PM Rating: Decent
23 posts
To get into gunthak you have to have LoY Expansion enabled and you also just need to click on the doors and you'll zone in.
____________________________
Teiuna Fuzziefut Fironia Vie Server

Celiwien Bristlebane Server
RE: Doors on the Pirate Ship
# Apr 13 2003 at 8:44 AM Rating: Default
I do have LoY enabled, and I did try clicking on the doors...I even tried running through them...lol...still nothing happened =(
RE: Doors on the Pirate Ship
# Apr 19 2003 at 8:37 PM Rating: Default
Try going into the patcher and downloading all optional files. This fixed it for me 8)
A Crate of Supplies?
# Apr 04 2003 at 3:56 PM Rating: Decent
Anyone know what this is for? I've had 2 drop off the zombies on the beach.
RE: A Crate of Supplies?
# Apr 06 2003 at 6:14 PM Rating: Decent
This is for an earring quest that starts in Erudin.
POK portal
# Mar 14 2003 at 11:41 AM Rating: Decent
What is the closest POK portal to this zone? I'm guessing it is Erudin or Paineel. Also what would be the easiest way to get here? Do the new druid/wiz spells teleport anywhere safe near this zone?

thanks in advance for your assistance
Garlron
51 Paladin
RE: POK portal
# Mar 14 2003 at 11:48 AM Rating: Excellent
Paineel is the closest PoK port.

Go from Paineel through the Warrens to Stoneburnt, then to the pirate ship port to Gunthak. Get maps from EQATLAS.com, because the Warrens can be confusing.

Edit: Oh yes, and there ARE now Wizzy and Druid spells that port to Stonebrunt, that's by far the easiest way to get there. Just port in and head SE until you get to the pirate ship.

Edited, Fri Mar 14 11:15:56 2003
The low down on the GOG
# Mar 07 2003 at 12:23 AM Rating: Excellent
Heres the low down on the new zone the Gulf Of Gunthak.

To get to the new zone you must travel through Stonebrunt Mountains. After entering from the Warrens follow the right wall to a cliff/beach area then follow that left til you see a boat. Click on the doors of the boat to enter the GOG.

Once you enter GOG you are in a safe area. You will see a lighthouse and tents, there is a bank here (left gnome behind counter), several vendors including a lizard mount vendor (right gnome), and various npcs that give out new quests. If you follow the edge of this part of the zone you will be able to go over some smokey water. Be invis when you do this. You will see a rocky cliff, head towards this. If you run into a gate keep going left. Eventually you will come to a beach with undead and mosquitos. Stay along the cliff wall and you will not hit any undead and no mobs in the zone see invis (Other than undead mobs which require itu).

Following the cliff around will lead you to a paludal cavern like maze with several outcomes.
1. There are two "evil" towns/docks. One has a fort, this is a very easy place to hunt. At level 54 I did not receive adds and aggro range was small.
1b. The second "evil" place is a dock like place. This place is a lot rougher but has some of the same rules. Mobs are easy with the exceptions of the troll guards, most of which are shammy casters, and roaming luggalds, again most of which are shammy casters. I also ran into the occasional Sks.
Both of these places have decent loot. Charms and a nice resist cloak drop from them. Also on 90% of the kills you will receive a weapon usually that sells for 3 to 5pp to a vendor with ally faction or an occasional player for about 10pp.

2. There are two ways to get to the Crypt of Nadox, one is through a castle like place located in one of the cliff sides filled with various races, the second is to simply zone into the crypt by running through the cliffs/tunnels.

3. You can also zone into Dulaks harbor from this zone although I dont recommend it unless you are ready for mobs that have a HUGE Aggro range and hit VERY hard for their cons 45-200. You get to this zone the same way you get to nadox. Follow the cliff/tunnels and you will eventually zone into it. Mobs dont see invis here either so if you are invis you should be okay.

Throughout GOG there are many escaped drogmars (lizard mounts), weak troll guards, lotus and shrooms. The drogs are undercons and root does not last long, they also hit hard, as high as 90. Mobs will train here, they will also train in nadox and dulaks harbor, so be warned stay invised until you reach a Safespot or a zone line.

With this information I suggest hunting here if you are low on cash. You can farm weapons easier here than in solb and you will get the occasional very nice loot and no faction hits!!

Hope I helped if so RATE MY POST!

Edited, Fri Mar 7 17:23:34 2003
RE: The low down on the GOG
# Mar 07 2003 at 3:54 PM Rating: Excellent
Actually (and I hesitate whenever I disagree with a guru lol), the skeletons do see invis, like any other undead mobs in zones outside LoY.

The misqitoes are not actually undead. A cleric buddy of mine couldn't get his undead nuke to hit them, which is what led me to this conclusion.

The scorpions and zombies will attack even if they're green.

Nothing beyond the beach sees invis, not even the lugalds (spelling?)

To add to the strategy bit, I will note. The Drogmors regen 10% per tick. The casters in the fort have some very nasty DoTs. The fort is definitely not a solo spot if they con anything higher than green to you.

There is a zone into Crypt of Nadox on the right side of the farthest room in the fort. This zone in takes you well beyond the lava, straight into the actual crypt area. Many nasty things there, but there are empty and agro free rooms here and there to re-invis and rest. Near the zone in, there is a wooden trap door on the ceiling. You can go up through this, but cannot come back down through it. Straight out from that will take you into the mines zone, but well past the actual mines.

Many people check this zone's info for general info on LoY zones, so I will mention that I have discovered one type of mob that will give a faction hit. I know this is particularly true in Dulak's Harbor, but haven't tested it in the Gulf yet. That is the troll guards. They give a minus to Initiates of Nadox. If anyone finds anything that give a positive hit to that faction, I am sure many people would appreciate it.

Once you get in the caverns from the beach, following the right wall will take you to Crypt of Nadox, right at the lava. Going left will lead to a couple branches, but generally takes you to pirate towns, including the temple and fort areas.

The succor point for the Gulf is the lighthouse. You can bind anyone anywhere in this zone, but nobody can bind in the other LoY zones, anywhere. It would be a good idea to bind at the nearest safe point to whatever zone in or hunting spot is appropriate.

To zone back out, click the door on the ship. Some people see this as common sense, since that is how you got there to start with, but you'd be surprised how many times I've seen someone ask /ooc how to zone back out.

As it is with Eristotle, if I helped, please rate my post accordingly 8)

**Edit added the word "Undead" before the word "Mobs" in the first sentance... Woulda had a whole different meaning than I meant if I hadn't caught that lol**

Edited, Fri Mar 7 15:25:29 2003
RE: The low down on the GOG
# Mar 07 2003 at 5:56 PM Rating: Excellent
Yes you are correct I mentioned you can avoid the undead by following the cliff but I did not get specific about undead seeing invis as undead do anyway :) They do in fact see invis but not itu, just avoid them and you will be fine.

Also the forts/towns are very soloable for druids, necros, and possibly shammies. Most of the mobs are green to dark blue, even when they do get a dot to stick a quick heal and you will be okay, just make sure you have decent resists up. You also have to make sure you can take them down rather quick, these are not mobs you solo melee without a healer. In the easy "fort" the mobs have approx 2k hps (light blues cons to a 54) the dark blue mobs have approx 2.5k to 3k hps.

The luggald dark blues in the fort and town/dock area, as well as all the dark blues (troll guards) in the town/dock area have about 3.5k to 4k hps. I am basing this on the amount of dots it takes to kill these mobs and the cons are based on a lvl 54. The dock/town area as stated above is rough, if you cant heal yourself dont solo here, all the dark blues cast nukes and dots so be warned.

In nadox the dark blues (almost the whole zone) have at least 2.4k hps and as much as 5k if not a bit more.

Hope I helped if so RATE MY POSTS!!

p.s. I have edited my post.

Edited, Fri Mar 7 17:32:08 2003
RE: The low down on the GOG
# Mar 13 2003 at 10:55 AM Rating: Excellent
i've noticed my lvl 36 rogue can stealth all through the zone, walk past anything, though i wasn't very far into the zone, got to the fort and part into one of the evil towns, but a rogue can go pretty much anywhere even past the skeletons. just my 2 cents.
RE: The low down on the GOG
# May 23 2003 at 12:56 AM Rating: Decent
I believe rogue sneak/hide is the equivalent to both invisibility and invisibility to undead.

If I recall correctly, although I really may be wrong here, rogues are the only class that have a method to invis regular and to undead.
RE: The low down on the GOG
# Jun 03 2003 at 12:31 PM Rating: Default
ShadowKnights and Necromancers both have Gather Shadows and Invisibility to undead.Smiley: wink

Edited, Tue Jun 3 13:20:21 2003
RE: The low down on the GOG
# Jun 25 2003 at 10:08 AM Rating: Excellent
**
658 posts
Oh yes, and Enchanters have Invisibility and Invisibility to Undead as well. For that matter, with the use of potions, any class can be invisible to undead -OR- non-undead mobs.

The previous poster was saying that only Rogues can be invisible to both at the same time (he wasn't very clear in his wording).
RE: The low down on the GOG
# Jul 30 2003 at 4:44 PM Rating: Decent
Aren't we talking about being ItU and invis at the same time? if so its only the rogue and some other halfling and wood elfs that can sneak and hide, although rogues get it as a skill. Try getting sneak and hide to work with only a skill of 50 is a pain.
Maps of all the new zones
# Mar 06 2003 at 3:12 PM Rating: Excellent
I like to share this with everyone for their own use with their toolbox.

http://maps.eq-toolbox.com/

enjoy

Ceasere 57 druid
Redtail Hawk
RE: Maps of all the new zones
# May 17 2003 at 11:50 PM Rating: Decent
Very helpful indeed!
RE: Maps of all the new zones
# Mar 10 2003 at 3:18 PM Rating: Decent
**
346 posts
Thanks!

Very helpful link indeed, especially for the LoY maps that eqatlas does not have.
temple mini ring war type
# Mar 06 2003 at 11:48 AM Rating: Excellent
temple area some vague info

while campin in temple area where Preceptor Grakomus spawns i encountered something odd

during one of my fights several cultists spawned like 16 of em 1 grp around each chair in the sunken are and 1 grp around the chairs in corners as u enter from the front of the temple
cultists were troll or luggard

well being bored (tryin to get charm) i killed em all

on the death of the last cultists 4 dark ritual masters spawned on ea side of the sunken square so i killed them too

on the death of the last of those a named spawned on top of the ph for the preceptor i forget name (im sorry it was late) so i killed him too

drop
unholy protector
cle/dru/sha all sec 20ac 4wis 4dex 25hp 25man 6fr 10dr

fyi this done with
bored 61pal + 61enc lookin for anythin to put in charm slot
everything mentioned here was green even named (so they r actually lower lvl then some of the mobs in area cause some of them r light blue)

Edited, Thu Mar 6 11:33:17 2003
Galiem's Cartography
# Mar 03 2003 at 5:38 PM Rating: Good
That poor little cartography tool is sitting all alone in the corner crying, and wishing it could come out and play with its friends, armor dye and expanded bank... I think I'm goona go over and cheer the poor little thing up....

Check user journals in about a week 8) I am mapping zones not mapped, and putting the maps in my journal 8) I will be posting directions on how to use the map data I post, and the standards I employ while mapping.

Quickly, I can sum up that all my maps will be done on the first active layer, allowing the other two to remain free for whatever uses you may have. Also, the height filter should never be used in my maps, unless you are in a zone with multiple floors (Kurn's Tower, for example). Please do not post to the journal, because I would like only map data to be posted there, so people don't have to sift through tons of conversation to find the map they want...

Once I have a clear set of standards on the maps posted, I will post an email address where people may send their maps, to help the initiative...

The first two will be posted this friday (March 7), at appx 7 PM US Central Time.

I expect to be able to post 2 maps per week, in keeping with my stadards for quality.

Warning: If posts are made to the journal, they will be rated down! The goal is to keep maps on the page, so that others may use them.

These maps will not require special skills or talents to use. It's a simple matter of copy and pasting, and they will be viewable from the cartography system in game.

The two maps being done at the time of this post:

Gulf of Gunthak: Complete (including the fort)
Iceclad Ocean: 90%
Binding?
# Mar 03 2003 at 8:02 AM Rating: Decent
Wheres the best place for melee characters to bind for new LOY zones?
RE: Binding?
# Mar 03 2003 at 11:43 AM Rating: Decent
There is a soulbinder in the lighthouse - and anywhere on the lighthouse isle is safe (I dont know if it is melee bindable but given the existance of a soulbinder I assume either the whole zone, or at least the lighthouse area is bindable).

The Hateborns
Kane Bayle
(currently not able to go to Gunthak as SOE have messed up the expansion registration for our cleric and shaman - despite us playing there for 4 days)
RE: Binding?
# Mar 03 2003 at 11:40 AM Rating: Default
Scholar
29 posts
There is a soulbinder in the lighthouse.
map
# Mar 02 2003 at 6:15 PM Rating: Good
*
51 posts
I've made a map of the zone, in both EQ map format and printable image format.

EDIT1: I have also placed copies of these files on another site (the Gnomads site is bandwidth limited).
http://users.bigpond.net.au/speter/eq/gunthak/gunthak.gif (40k)
http://users.bigpond.net.au/speter/eq/gunthak/gunthak_1.txt (113k)

EDIT2: Removed link to Gnomads website. The maps on the site are causing it to go over the daily bandwidth limit.

Nukying, 44 Wizard, Gnomads, 7th Hammer


Edited, Mon Mar 3 18:13:13 2003
RE: map
# Mar 03 2003 at 1:15 PM Rating: Decent
May Tunare bless you, Nukying, for this map!! My mapping system seems not to work in the lighthouse. Is that normal? Gee, I wish Sony had seen their way clear to provide some instructions for those of us who are geographically challenged! My partner managed to get to the beach but died an ugly death waiting for me to stumble my way around the rock, along the wire fence, etc etc. The beach was total carnage. Some peeps were trying to train mobs off the beach to the boat! talk about desparation!
Are we having fun yet????

Dillye Dingleminster, druid of 44 seasons
shaman quest spells?
# Mar 01 2003 at 1:03 PM Rating: Decent
does anyone know where to find info on the new shaman spells please? i found info on other class spells att allakhazam, but still it was an incomplete listing.
Beach from Heck!
# Mar 01 2003 at 12:21 PM Rating: Decent
Hi all!

Well, I wanted to see what the new expansion had in the new zones, so I got my friend to help me run through Toxx, the Warrens, and southern Stonebrunt (he was reading the maps for me). I thought as a 41 Paladin I could solo the "yard trash" of the new zone (Gunthak) and get to know it. My swimming is over 155, so I thought the nice swim from LH to beach would be refreshing, much warmer than the Iceclad Ocean. When I hit the right hand corner of the beach, I walked about 100' in and was swarmed by five MOB's!! All dark blues, but extremely tough to deal with, used my LOH and still died. On my corpse run, barely made it back with my body to the LH cliffs. We're talking "Saving Pvt. Ryan" Does anyone know a safer spot to land, and maybe get my bearings? Also the new mapping system didnt seem to be working, is it functional in the new zones? Thanks for any advice.......

Vulfgang Valarson
Paladin of Mithaniel Marr of the 41st season.
Morrell-Thule
RE: Beach from Heck!
# Mar 05 2003 at 4:05 AM Rating: Decent
As you approach the beach, there is a half submerged boat. It is more or less in the middle of the beach. Landing there is safe.
Beach Area
# Feb 27 2003 at 8:33 AM Rating: Excellent
My group has been hunting the beach area for the last couple of evenings. Group was :-

31 warr
32 cleric
32 shaman
32 druid
34 warrior

... on arrival and was able to function well pulling the statics from the beach. (Everyone gained a full level in 2 evenings hunting - the xp here at this level is excellent)

Everything conned so far has ranged from 32 - 37 but we havent encountered either of the known names. The exception is 'an erudite spirit' who spawned on the beach and conned dark blue to all (likely 30th) - he was indifferent to all but didnt respond to hails and went down noticeably easier than others.

There are no wanderers on the beach - anything you see moving has been pulled, trained or kited. The main danger at this time is from trains and kites (mainly people 55+ exploring and underestimating the resilience of the creatures here).

Creatures have low aggro radii making it easy to move through and around the beach area - and many apparently static 'groups' will actually pull individually.

Mobs are generally slow hitting (deadly skeletal sailors hit faster) and dont hit very hard, they do however have a shed-load of hit points. They are also noticeably resistant to magic - with more resists on malise and slow (even after malise) than is normal for mobs at this level elsewhere.

Undead (zombies / skeletal sailors) dont flee, scorpions, mosquitos and outcasts do, generally in the direction of the exit at the rear right hand side of the beach.

Lots of junk / quest / tradeskill type drops, including cracked fingerbones. Most mobs have 1 - 4pp. We had one item of note (picture submitted to Alla) :-

Patchwork Jetsam
2hb 30 / 35
wis 4
svf 10
wt 6.5
mnk bl / all
(inventory icon is a plank with nails through it - no one in group could equip and it sold for 1500pp in bazaar that night, so I dont know what it looks like).

The significant news is this dropped off a deadly skeletal sailor - so there are yard trash drops, but very rare. The weapon was NOT visible in the skeleton's hand during combat.

The Hateborns
Kane Bayle
RE: Beach Area
# Jul 08 2003 at 7:42 PM Rating: Decent
****
5,311 posts
The Patchwork Jetsam actually does look like a beat up plank with about 6 spikes through the end. I looted one for my favorite BL. People chuckle as they compliment him on his "nice plank".
RE: Beach Area
# Mar 23 2003 at 12:33 AM Rating: Decent
I run and Iksar BST and am currently soloing the beach area relatively frequently. I'm only lvl 30, and only semi twinked with a few gifts from my best friend. I find that with the proper strategies, this is a particularly nice zone to grind in. There dont seem to be any wandering mobs and as they said above the aggro radius appears relatively small. I use the troll npc against the left wall as a staging area and have yet to be disturbed as i rest up. There are a very few mobs that con drk blue or white, with the vast majority being yellow and red. You can take a yellow if you can manage to keep the aggro reletively equal to your pets and take turns tanking the mob. I'd advise against the troll undead as they have an unbelievable amount of hit points. I'm on the Zeb server so if you see me, pls send a few buffs my way ;-) (cuase im really not supposed to be there lol)
RE: Beach Area
# Mar 01 2003 at 6:44 PM Rating: Excellent
Today we advanced off the beach and to the fort surrounded by huts containing a variety of human, Dark Elf, gnome, troll, erudite (heretic?) and ogre applicants to the Broken Skull.

Our group is now :-

32 warr
34 cleric
34 shaman
33 druid
36 warrior

(I told you the Exp was great didnt I?)

To get there we followed the tunnel at the rear of the beach - there were various escaped drogmar, Broken Skull guards and Lotuses along the tunnel - all of strength comparable to the beach area. The big difference here is that the pathing is diabolical - mobs are reasonably predictable in their movements, but you'll be lucky if you see your pets 25% of the time as they path off round the island.

We fought just inside the area filled with huts, a little to the left of where we entered the area. The creatures here are a little tougher than on the beach - with everything conning between 34th and 38th and introducing casters in the form of shadow knights.

The fighting here is alot harder than the beach - the creatures are packed more tightly together making single pulls harder and the possibility of a chain pull high as you move further in.

The true difficulty though is the Shadow Knight mobs .. they will harm touch soon after pull and then immediately go for fear. This fear can cause you to run through other huts - and though you wont attract aggro while feared .. when it wears off you may well be in a bad place.

For our ranks the fighting here was tough and we earned exp slower than we would have chain pulling the beach. Drops were fun - with the graphics on some items - the broken bottles and the awesome harpoon graphic wonderfully done, but we saw none of the random drops that seem to occur - although regular shouts from other hunters as lore items dropped were to be heard.

I suspect that this area will be fantastic hunting for a group low 40s - strong enough to ride the adds and resist more fears - though for now it was all 50+ farmers soloing and our one group.

Everything here runs - and nothing could apparently see through invisibilty.

The Hateborns
Kane Bayle
Post Comment

Free account required to post

You must log in or create an account to post messages.